2.04 problems
Posted: Thu Aug 14, 2014 12:53 am
1. Sometimes IPR session loses connection to changes in scene - it simply stop reacting anyhow to changes in the scene - time change(for camera animations), materials tweaking, etc.
2. Plug-in doesn't "see" when you converting maya standard materials into octane ones while IPR session running, so user have to restart sessions again and again.
3. The main problem: i have a huge piece of geometry, it's a gas factory with thousands of objects(mb file size is >1gb). It's a real pain to tweak materials in that scene, taking into account previous 2 points, since "cooking" the scene takes like 5 minutes at least(ironically render takes just 20s).
The bigger problem is that even after scene is ready for render, batch renderer "cooking" all that geometry each frame, ignoring the fact that all the geometry is static or have just some TRS animation.
In IPR session i can scrub the timeline here and there with almost instant render view feedback, while in batch mode _every_ frame takes like 5-10 min to prepare the geometry and ~10s to actually render it.
Is it possible to optimize that somehow?
PS: And one more, i believe i already posted that: is it possible to do a license check in a separate thread or change it somehow, so it wouldn't take 7s of maya startup time just to check the license for _one_ of the plugins?
2. Plug-in doesn't "see" when you converting maya standard materials into octane ones while IPR session running, so user have to restart sessions again and again.
3. The main problem: i have a huge piece of geometry, it's a gas factory with thousands of objects(mb file size is >1gb). It's a real pain to tweak materials in that scene, taking into account previous 2 points, since "cooking" the scene takes like 5 minutes at least(ironically render takes just 20s).
The bigger problem is that even after scene is ready for render, batch renderer "cooking" all that geometry each frame, ignoring the fact that all the geometry is static or have just some TRS animation.
In IPR session i can scrub the timeline here and there with almost instant render view feedback, while in batch mode _every_ frame takes like 5-10 min to prepare the geometry and ~10s to actually render it.
Is it possible to optimize that somehow?
PS: And one more, i believe i already posted that: is it possible to do a license check in a separate thread or change it somehow, so it wouldn't take 7s of maya startup time just to check the license for _one_ of the plugins?