Image save location? Framebuffer 8bit?
- OneBigTree
- Posts: 29
- Joined: Thu Sep 23, 2010 11:31 am
I tested XSIbatch and it seems to work fine. Only it would be nice if Octane would log a few more infos like errors, rendertime, image written etc. to make it more manageable in a farm.
That sounds good.
How manage other rendere the logging, write they infos in the console or in a textfile?
face
How manage other rendere the logging, write they infos in the console or in a textfile?
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
- OneBigTree
- Posts: 29
- Joined: Thu Sep 23, 2010 11:31 am
It's usually the console or whatever is available in the respective application. In maya it is the output window, in Si it is the script editor. If you render something in SI with mr you can easily track the progress according to your logging settings in mr.
The Octane output looks like this now (excerpt, I've attached the full log separately):
COMMAND: -render P:/1_3D/XSI/Chaos/Scenes/Testscene_A_octane.scn -pass Default_Pass3 -frames 118,120 -output_dir R:/Chaos/Testscene_A/octane -verbose on -processing
>Loading: P:\1_3D\XSI\Chaos\Scenes\Testscene_A_octane.scn...
// INFO : 4034 - Loaded scene was created with build number: 12.1.99.0 - compatibility version: 1200
OpenScene("P:\\1_3D\\XSI\\Chaos\\Scenes\\Testscene_A_octane.scn", false, true);
// INFO : Rendering passes: Passes.Default_Pass3
// INFO : Rendering frames 118 to 120
// INFO : Setting the output directory to 'R:/Chaos/Testscene_A/octane'
// INFO : Rendering pass 'Default_Pass3'...
// INFO : Rendering frame 118 (0.0% done)
// INFO : Initialize OctaneRender® for Autodesk® Softimage®
// INFO : Valid OctaneLive license found.
// INFO : *******************************************
// INFO : Rendering Pass: Default_Pass3
// INFO : Render Frame: 118
// INFO : *******************************************
// INFO : Rendering frame 119 (33.3% done)
// INFO : Render Frame: 119
// INFO : *******************************************
// INFO : Rendering frame 120 (66.7% done)
// INFO : Render Frame: 120
// INFO : *******************************************
All these messages can be used by the renderfarm managing sever to trigger events by parsing strings or are just used as info for the user.
The only message I get from octane is Render Frame: xxx
The Octane output looks like this now (excerpt, I've attached the full log separately):
COMMAND: -render P:/1_3D/XSI/Chaos/Scenes/Testscene_A_octane.scn -pass Default_Pass3 -frames 118,120 -output_dir R:/Chaos/Testscene_A/octane -verbose on -processing
>Loading: P:\1_3D\XSI\Chaos\Scenes\Testscene_A_octane.scn...
// INFO : 4034 - Loaded scene was created with build number: 12.1.99.0 - compatibility version: 1200
OpenScene("P:\\1_3D\\XSI\\Chaos\\Scenes\\Testscene_A_octane.scn", false, true);
// INFO : Rendering passes: Passes.Default_Pass3
// INFO : Rendering frames 118 to 120
// INFO : Setting the output directory to 'R:/Chaos/Testscene_A/octane'
// INFO : Rendering pass 'Default_Pass3'...
// INFO : Rendering frame 118 (0.0% done)
// INFO : Initialize OctaneRender® for Autodesk® Softimage®
// INFO : Valid OctaneLive license found.
// INFO : *******************************************
// INFO : Rendering Pass: Default_Pass3
// INFO : Render Frame: 118
// INFO : *******************************************
// INFO : Rendering frame 119 (33.3% done)
// INFO : Render Frame: 119
// INFO : *******************************************
// INFO : Rendering frame 120 (66.7% done)
// INFO : Render Frame: 120
// INFO : *******************************************
All these messages can be used by the renderfarm managing sever to trigger events by parsing strings or are just used as info for the user.
The only message I get from octane is Render Frame: xxx
- Attachments
-
- octane log.zip
- (4.68 KiB) Downloaded 312 times
Many thanks,
XSIbatch switched also the output from the script editor to the console.
So there is nothing special i must do.
If you want, you can give me a list with the infos you would like to see and how they should formated. I will then try to implement if possible.
face
XSIbatch switched also the output from the script editor to the console.
So there is nothing special i must do.
If you want, you can give me a list with the infos you would like to see and how they should formated. I will then try to implement if possible.
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
- OneBigTree
- Posts: 29
- Joined: Thu Sep 23, 2010 11:31 am
Sounds good!
Most important Infos would be:
Any errors like missing paths/textures/plugins
Image successfully written (or whatever the syntax may be) so the manager can check the output
maybe the frame render time
Most important Infos would be:
Any errors like missing paths/textures/plugins
Image successfully written (or whatever the syntax may be) so the manager can check the output
maybe the frame render time
Image written and frametime is simple.
For textures i must make a function which hold the errors of all missing textures.
Missing path/plugins, i don´t know.
I think the manager will automaic give an error when something is missing.
face
For textures i must make a function which hold the errors of all missing textures.
Missing path/plugins, i don´t know.
I think the manager will automaic give an error when something is missing.
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
- OneBigTree
- Posts: 29
- Joined: Thu Sep 23, 2010 11:31 am
Ok,image written and frametime would be a good start.
I will check soon what errors xsibatch throws in what case, may that will be sufficient.
I will check soon what errors xsibatch throws in what case, may that will be sufficient.