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Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Fri Jun 11, 2010 3:29 pm
by radiance
Hi guys,

As some of you know i'm sick and haven't been around, so i've hundreds of posts to read.
Any particular well documented / reproducable bugs -> make a new thread and send me a PM.

Thnx,
Radiance

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat Jun 12, 2010 6:08 am
by bazuka
@cgbeige

hm, ill could look around and check for rls command, its kind of stupid coz i dont have that probl in win, dont know why maya locks while u render with octane...

cheers

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat Jun 12, 2010 7:12 am
by bazuka
found something ;)

Special Notes: To run a command in the background on Linux, you must redirect its output. e.g.:
system("sleep 10 >/dev/null 2>&1 &");

i think its the same thing for osx, can u try?

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat Jun 12, 2010 11:21 am
by face
Can anyone render a animation without that Octane crashed?
When i render, Octane crashed about 3-5 times per 100 frames.
I ask, while i know if my plugin work correct or not.

The issue is, when you render a simulaton, the frames are not equal while the result of the simulation is ever a little bit different.
So that you can´t render a failed frame again.

face

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat Jun 12, 2010 11:36 am
by bazuka
hi face,

well i must confirm that ur right, i get crash from time to time when i try to render anim, but in my script i add a small check line so, when u get a crash from octane and u "dont know" what frames are finished all u have to do is hit rende anim again and script will skip all existing frames and start to render only missing one ;)

cheers

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat Jun 12, 2010 12:00 pm
by face
bazuka wrote:hi face,

well i must confirm that ur right, i get crash from time to time when i try to render anim, but in my script i add a small check line so, when u get a crash from octane and u "dont know" what frames are finished all u have to do is hit rende anim again and script will skip all existing frames and start to render only missing one ;)

cheers
I have the same workflow ;)
But for simulation it doesn´t works.
Every simulation is a little bit different.

face

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat Jun 12, 2010 12:53 pm
by face
Have found a solution.
Add a delay from 500-1000ms after you think octane has finished.
That should be work...

face

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat Jun 12, 2010 3:51 pm
by cgbeige
bazuka wrote:found something ;)

Special Notes: To run a command in the background on Linux, you must redirect its output. e.g.:
system("sleep 10 >/dev/null 2>&1 &");

i think its the same thing for osx, can u try?
ya, that works. If I alter the system cmdLine to add that, Maya is usable while Octane renders:

Code: Select all

system($winCmd + $cmdLine + "&");
It's a shame they can't virtualize CUDA / OpenCL so devs like you can test this stuff in virtual machines. Matter of time, I guess.

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Sat Jun 12, 2010 8:05 pm
by bazuka
i have ubuntu installed may be i could check in few days ;)

Re: Beta 2.2 RC1: Maya plugin testing thread

Posted: Mon Jun 14, 2010 6:25 pm
by KillerBean
Thanks bazuka for the great maya2octane plugin!

I have a couple questions. I'm re-rendering part of my Killer Bean Forever using your plugin. The anim can be found here:

http://www.refractivesoftware.com/forum ... f=6&t=2329

Results are great, but I have a few questions. One of them is DOF. I'm trying to control the DOF from maya. I have a distance tool going from the camera to one of the character's eyes so it's always in focus. And that value is piped into the camera Focus Distance. I also make sure the focus depth is checked in the maya2octane plugin.

But the problem I'm getting is that every time Octane opens up to render, it defaults into Auto Focus mode. I tried turning AF off in the octane scene file and saving, but every time Octane reloads the scene to render, AF is on. Any ideas? Should the value on my maya camera be keyed?

Also, another thing is the conversion time to go from maya to octane and back. I noticed that the first few frames transferred over quickly. Then, as the render progressed, the transfer times got longer.

For example, each frame took about 2:40 minutes to render once loaded in octane. But the total frame time including export obj and transferring all data from maya to octane took about 5 minutes for the first few frames.

When the render got to about frame 10, the total frame time took about 7 minutes. Around frame 20, the total time was about 12 minutes. It just took longer and longer, while the render in octane was still around 2:40 minutes.

Also, I noticed maya using more ram as it went to the next frame. So on frame 1, maya used about 700 megs. By frame 20, it used 1.8 gigs. I can't help but wonder if that has something to do with the longer times.

One final note, I noticed on the very final frame, octane finished rendering and saved the png, but maya hung for a good 4 minutes before it was active again.

Any ideas?

Thanks,
Jeff