GOOD NEWS FOR MAYA & MENTAL RAY FREAKS...!

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  05 May 2009
Breathless.

http://photo.net/canon-eos-digital-camera-forum/00BAi4

http://photography-on-the.net/forum...ead.php?t=47306

http://www.hardcoreware.net/view-cr...s-vista-and-xp/

http://www.hardcoreware.net/canon-r...pport-in-vista/

http://www.difiapro.com/cr2_viewer.html


Quote: Canon is showing no sign of ever making 64-bit drivers.

They have already fixed this. Done.


I don't believe this is a MS issue. Much like Photoshop not being 64-bit on your computer, CGBeige... Please do your research before posting unfacts.
 
  05 May 2009
lol - third party software is needed to see the files at all (I was talking about how you can preview RAW and HDR files right in the Finder without any additional software):



that also works in open dialogs so you can see what HDR file you are importing for an IBL probe.

Okay, so how about HDR files previewed in Explorer by default? anyway, I won't derail this thread anymore - I was just responding to a retarded blanket statement that needed to be refuted.

Last edited by cgbeige : 05 May 2009 at 07:40 PM.
 
  05 May 2009
Elitism & thread derailing...

Hate to derail a thread, but evidently you missed the evidence, Mr. Beige.

http://www.hardcoreware.net/canon-r...pport-in-vista/

There it is. RAW in Vista. .dll files aren't "third party software", if drivers are considered "third party" then every driver in your computer is "third party", since Apple doesn't manufacture any of that software or hardware. Do you believe your hard drive was made by Apple with drivers written by Apple? Canon also made the RAW driver files for the Mac, in case you weren't aware.

Also, regarding HDR... Do you just have a rough time using Google? Came right up. Your Vista install didn't have an updated Direct X, evidently, CGBeige. Please update your computers before making claims about things not working & software elitism in general.

http://www.cgarchitect.com/vb/35034...s-explorer.html

Quote: Re: Is there a way to view HDR's as thumbnails in Windows Explorer? The new version of the Direct X SDK seems to include HDR support for Windows explorer. I'm downloading it at the moment and will report back once I've tested it.


Followed by:
Quote: Re: Is there a way to view HDR's as thumbnails in Windows Explorer? Okay, tried it and it works a treat. A little slower but considering it's processing 32-bit images on-the-fly what do you expect. If the slight speed decrease bothers you then go with the option suggested previously and save a jpeg version of each HDR in the same folder.


Seems pretty obvious your experience with Vista is very biased and perhaps it's just too complex. No more from me here, though. Re-railing thread.


If Importons/IP don't accurately bounce light, are they simply workarounds for using GI and/or FG? I've never been able to get either (Importons & IP, that is) to work properly, but in my quick-deadline workflow I have little time to experiment; high turnarounds demand medium-quality renders at best, and the only reason to switch to Importons/IP for me would be if they sped up my workflow itself, as render times are already decent with GI and sometimes GI+FG. Are these features just not very well implemented in MR for Maya yet? What about physical accuracy?
 
  05 May 2009
My initial understanding was that irridance particles were to compete with Vray irridance particles. As in being, the one click ultimate solution to all GI, a replacement for FG, but better.

But given there current state of the function, I suspect there still being developed. Autodesk just put them in there for people who want to expiriment right now.



and is there anyway to turn on the image caching framebuffer in maya 2009 without ctrl_ghost?

Last edited by rygoody : 05 May 2009 at 12:01 AM.
 
  05 May 2009
Quote: Apple doesn't manufacture any of that software or hardware.


Google "Aperture review." Mine is at the top - I know how RAW works in OS X and actually, yes, it is Apple that writes the RAW decoder for Canon files, much like any other 3rd party RAW decoder.

I'll stop derailing the thread when people stop writing misinformation that needs correcting.
 
  05 May 2009
Originally Posted by cgbeige: Google "Aperture review." Mine is at the top - I know how RAW works in OS X and actually, yes, it is Apple that writes the RAW decoder for Canon files, much like any other 3rd party RAW decoder.

I'll stop derailing the thread when people stop writing misinformation that needs correcting.


Ya man. Can't have disinformation. Might lose some OS X converts and you know Jobs wouldn't like that.
 
  05 May 2009
I guess cgbeige cant be reasoned with.
I apologize to everyone for feeding the fire.
 
  05 May 2009
This thread is fast becoming diluted once again unfortunately. I still want to know the pros and cons about IP and Importons. Appears to me that GI and FG are still kings perhaps not as fast, but in any case I wont have to learn how to use the newer technology...for now
__________________
Vimeo
 
  05 May 2009
Post "image caching framebuffer"

Quote:
@Dagon @withego Is there any news on whether mental images are improving the importon/ IP workflow/algorithms?

But given there current state of the function, I suspect there still being developed. Autodesk just put them in there for people who want to expiriment right now.

and is there anyway to turn on the image caching framebuffer in maya 2009 without ctrl_ghost?


For the first question since Dagon is betatesting MR, I guess he got more news than me....!

Concerning the second question about "image caching framebuffer in Maya 2009" after searching a few threads:

http://forums.cgsociety.org/showthr...r+Virtual+Cache

http://forum.lamrug.org/viewtopic.p...a449e243b#p6048

I guess that with Maya 2009 you can trigger the "image caching framebuffer" by adding a string option in the miDefaultOptions, such as:

Name= fb_virtual cached
Value= 2
Type= Integer

I'm just guessing, so I will appreciate if Dagon, Max (Ctrl.Studio), Bart (lamrug.org) or Archoury (Rachid) could explain how to enable the "image caching framebuffer" function with Maya 2009, since it was already present in maya 2008 SP1 through the Ctrl Ghost shader.....???!

Ciao....!
Alex

__________________
Alex Sandri
 
  05 May 2009
is there anyway to get the framebuffer cache mode function in 3ds max?
 
  05 May 2009
Originally Posted by chuckie7413:
@Dagon @withego Is there any news on whether mental images are improving the importon/ IP workflow/algorithms?


yes, they are, but i can't give any more info

Originally Posted by withego:
I guess that with Maya 2009 you can trigger the "image caching framebuffer" by adding a string option in the miDefaultOptions, such as:

Name= fb_virtual cached
Value= 2
Type= Integer

I'm just guessing, so I will appreciate if Dagon, Max (Ctrl.Studio), Bart (lamrug.org) or Archoury (Rachid) could explain how to enable the "image caching framebuffer" function with Maya 2009, since it was already present in maya 2008 SP1 through the Ctrl Ghost shader.....???!

Ciao....!
Alex


hi Alex, you can use the fb cache with the below strings, but only in batch rendering(!)

setAttr -type "string" "miDefaultOptions.stringOptions[27].name" "fb_virtual";
setAttr -type "string" "miDefaultOptions.stringOptions[27].type" "integer";
setAttr -type "string" "miDefaultOptions.stringOptions[27].value" "2";
__________________
my mental ray book my website
 
  05 May 2009
Originally Posted by rygoody: My initial understanding was that irridance particles were to compete with Vray irridance particles. As in being, the one click ultimate solution to all GI, a replacement for FG, but better.

IP is a mental image algorithm, i think it's patent pending right now, there is not irradiance particles in vray, vray use irradiance cache for primary diffuse rays, this is similar to FG
for secondary (or even primary) rays vray can use the lightcache algorithm that is similar (a kind of reverse photon mapping), but also different from IP


Originally Posted by rygoody: is there anyway to get the framebuffer cache mode function in 3ds max?

mmm i dont know, in max you can't use the string options, you may try the max version of the ctrl.ghost, i remember the fb option was hidden, but never tried it (probably you need to use backburner)
__________________
my mental ray book my website
 
  05 May 2009
Post fb cache...!

Originally Posted by dagon1978: yes, they are, but i can't give any more info


Hi Alex, you can use the fb cache with the below strings, but only in batch rendering(!)

setAttr -type "string" "miDefaultOptions.stringOptions[27].name" "fb_virtual";
setAttr -type "string" "miDefaultOptions.stringOptions[27].type" "integer";
setAttr -type "string" "miDefaultOptions.stringOptions[27].value" "2";


Hi Dagon thanks for the quick response....!

So that means that with Maya 2009, we can just add a new string [28] in the miDefaultOptions, in my case [28], since string [27] is used to set the IMPORTONS emission.
And feed the values as follows:

Name= fb_virtual
Value= 2
Type= integer

And go on to batch render from the rendering menu...?

The reason I'm asking this, is that on the Lamrug forum they discussed how to enable
the fb cache via the strings you mention, but only with batch rendering from the command line, which I don't use often....!

Ciao...!

Alex
__________________
Alex Sandri
 
  05 May 2009
Unhappy

Originally Posted by withego: Hi Dagon thanks for the quick response....!

So that means that with Maya 2009, we can just add a new string [28] in the miDefaultOptions, in my case [28], since string [27] is used to set the IMPORTONS emission.
And feed the values as follows:

Name= fb_virtual
Value= 2
Type= integer

And go on to batch render from the rendering menu...?

The reason I'm asking this, is that on the Lamrug forum they discussed how to enable
the fb cache via the strings you mention, but only with batch rendering from the command line, which I don't use often....!

Ciao...!

Alex


Ciao Alex,
yes you're right, the string option doesn't work, i dont know exactly why, maybe if Max is reading this he can give us an hint, because ctrl.ghost is working very well
__________________
my mental ray book my website
 
  05 May 2009
Thumbs up Seems to work....!

Originally Posted by dagon1978: Ciao Alex,
yes you're right, the string option doesn't work, i dont know exactly why, maybe if Max is reading this he can give us an hint, because ctrl.ghost is working very well


Hi Dagon,
After testing on my "extreme" (309 mb) Maya & Mr exterior scene, whit a lot of ZBrush 32 bit displacement maps, Miss Fast Skin materials, massive use use of Ivy generator & Pfx, Car paint shader etc. etc, it really seems to work also with the string option [28] enabled in the mi_default Options...!
I've batch rendered the scene without the string option and after 4 hrs. at 100% rendering done, MR start to flush and fails to write the FB exiting with status 1.
With the string option, MR at 100% rendering done start to flush but amazingly write out the FB and no exit code is displayed in the render log file...!

End of render log without string:
JOB 0.3 progr: 100.0% rendered on ego-c20e829e2d5.3
RC 0.2 info : rendering statistics
RC 0.2 info : type number per eye ray
RC 0.2 info : eye rays 6911455 1.00
RC 0.2 info : transparent rays 2042044 0.30
RC 0.2 info : reflection rays 7976137 1.15
RC 0.2 info : refraction rays 3262416 0.47
RC 0.2 info : shadow rays 565439349 81.81
RC 0.2 info : environment rays 3094640 0.45
RC 0.2 info : finalgather rays 9693193 1.40
RC 0.2 info : probe rays 266395675 38.54
RC 0.2 info : fg points interpolated 80131276 11.59
RC 0.2 info : on average 88.10 finalgather points used per interpolation
RCI 0.2 info : main bsp tree statistics:
RCI 0.2 info : max depth : 40
RCI 0.2 info : max leaf size : 520
RCI 0.2 info : average depth : 35
RCI 0.2 info : average leaf size : 9
RCI 0.2 info : leafnodes : 4919670
RCI 0.2 info : bsp size (Kb) : 257261
PHEN 0.2 progr: calling output shaders
PHEN 0.2 progr: maya_shaderglow(): Computing glow...
PHEN 0.2 info : maya_shaderglow(): Glow: Filter Width .... 63
PHEN 0.2 info : maya_shaderglow(): Resolution ...... 0.638926
PHEN 0.2 info : maya_shaderglow(): Normalization ... 7.938000
PHEN 0.2 info : maya_shaderglow(): Halo: Filter Width .... 157
PHEN 0.2 info : maya_shaderglow(): Resolution ...... 0.260841
PHEN 0.2 info : maya_shaderglow(): Normalization ... 49.298000
PHEN 0.2 progr: maya_shaderglow(): Done!
PHEN 0.2 progr: writing image file C:/Documents and Settings/ALEX/Desktop/SPONZA2009/SPONZA16.exr (frame 1)
MEM 0.2 info : allocation of 48000000 bytes failed: flushing
MEM 0.2 info : try '-memory 1150' for future runs
MEM 0.2 progr: scene cache flushed 280 MB in 0.13s, now: 951 MB
MEM 0.1 progr: scene cache flushed asynchronously 103 MB for module JOB, now: 877 MB
MEM 0.2 info : allocation of 48000000 bytes failed: flushing
MEM 0.2 progr: scene cache flushed 6 MB in 0.00s, now: 870 MB
MEM 0.1 progr: scene cache flushed asynchronously 234 MB for module JOB, now: 712 MB
MEM 0.2 info : allocation of 48000000 bytes failed: flushing
MEM 0.1 progr: scene cache flushed asynchronously 178 MB for module JOB, now: 626 MB
MEM 0.2 info : allocation of 48000000 bytes failed: flushing
MEM 0.1 progr: scene cache flushed asynchronously 156 MB for module JOB, now: 560 MB
MEM 0.2 info : ================ memory error post-mortem ================
MEM 0.2 info : -------- memory summary --------
MEM 0.2 info : module max MB curr MB %bytes
MEM 0.2 info : MEM 506 51 10.39
MEM 0.2 info : DB 888 228 45.86
MEM 0.2 info : PHEN 405 176 35.42
MEM 0.2 info : RC 205 0 0.02
MEM 0.2 info : GAPMI 37 0 0.01
MEM 0.2 info : IMG 6087 1 0.25
MEM 0.2 info : JOB 1 0 0.19
MEM 0.2 info : GEOMI 1495 0 0.07
MEM 0.2 info : TRANS 13 0 0.00
MEM 0.2 info : LIB 160 33 6.81
MEM 0.2 info : API 7 0 0.00
MEM 0.2 info : RCI 1117 0 0.02
MEM 0.2 info : RCGI 26 4 0.94
MEM 0.2 info : GAPDI 722 0 0.00
MEM 0.2 info : GAPPO 250 0 0.00
MEM 0.2 info : RCFG 104 0 0.00
MEM 0.2 info : DBN 169 0 0.01
MEM 0.2 info : other 5 0.01
MEM 0.2 info :
MEM 0.2 info : total 498 100.00
MEM 0.2 info :
MEM 0.2 info : max heap memory approx. 1563 MB, now approx. 560 MB
MEM 0.2 info : -------- database summary --------
DB 0.2 info : database elements by module:
DB 0.2 info : jobs MB #jobs MB #nonjobs module
DB 0.2 info : 43 2734 3 915 GAPMI
DB 0.2 info : 23 276 56 12 IMG
DB 0.2 info : 0 0 4 3 LIB
DB 0.2 info : 0 911 200 8325 API
DB 0.2 info : 3 4 0 10 RCGI
DB 0.2 info :
DB 0.2 info : database elements by type:
DB 0.2 info : jobs MB #jobs MB #nonjobs type
DB 0.2 info : 23 276 56 6 13 image
DB 0.2 info : 42 1823 199 908 40 nbox
DB 0.2 info : 3 1 0 8 63 invalid
DB 0.2 info : 0 0 3 915 95 region_tri_list
DB 0.2 info : 0 0 4 1 108 kdtree_pos
DB 0.2 info : 0 1826 2 10196 other
DB 0.2 info :
DB 0.2 info : 70 3926 265 12034 total
MEM 0.2 info : run with '-message mem debug --' for more info.
MEM 0.2 info : please try lower -memory settings.
mental ray: out of memory
MEM 0.2 info : allocation of 48000000 bytes failed: flushing
MEM 0.2 progr: scene cache flushed 3 MB in 0.00s, now: 556 MB
MEM 0.1 progr: scene cache flushed asynchronously 136 MB for module JOB, now: 463 MB
mental ray: out of memory
MEM 0.2 info : allocation of 48000000 bytes failed: flushing
MEM 0.2 progr: scene cache flushed 10 MB in 0.00s, now: 452 MB
MEM 0.1 progr: scene cache flushed asynchronously 104 MB for module JOB, now: 347 MB
mental ray: out of memory
MEM 0.2 info : allocation of 48000000 bytes failed: flushing
MEM 0.2 progr: scene cache flushed 6 MB in 0.00s, now: 340 MB
MEM 0.1 progr: scene cache flushed asynchronously 23 MB for module JOB, now: 317 MB
mental ray: out of memory
MEM 0.2 info : allocation of 48000000 bytes failed: flushing
MEM 0.2 progr: scene cache flushed 12 MB in 0.00s, now: 304 MB
mental ray: out of memory
MEM 0.2 info : allocation of 48000000 bytes failed: flushing
mental ray: out of memory
MEM 0.2 fatal 031008: can't allocate 48000000 bytes.
MEM 0.2 fatal 031008: can't allocate 48000000 bytes.
MEM 0.2 fatal 031008: can't allocate 48000000 bytes.
MEM 0.2 fatal 031008: can't allocate 48000000 bytes.
MEM 0.2 info : cleaning up memory mapped frame buffers
MEM 0.2 error 031075: timeout cleaning up frame buffers
// Maya exited with status 1

End of render log with string:
JOB 0.4 progr: 100.0% rendered on ego-c20e829e2d5.4
RC 0.2 info : rendering statistics
RC 0.2 info : type number per eye ray
RC 0.2 info : eye rays 6911452 1.00
RC 0.2 info : transparent rays 2041931 0.30
RC 0.2 info : reflection rays 7976878 1.15
RC 0.2 info : refraction rays 3261300 0.47
RC 0.2 info : shadow rays 565430215 81.81
RC 0.2 info : environment rays 3094796 0.45
RC 0.2 info : finalgather rays 9692404 1.40
RC 0.2 info : probe rays 266390927 38.54
RC 0.2 info : fg points interpolated 80127942 11.59
RC 0.2 info : on average 88.10 finalgather points used per interpolation
RCI 0.2 info : main bsp tree statistics:
RCI 0.2 info : max depth : 40
RCI 0.2 info : max leaf size : 520
RCI 0.2 info : average depth : 35
RCI 0.2 info : average leaf size : 9
RCI 0.2 info : leafnodes : 4919670
RCI 0.2 info : bsp size (Kb) : 257261
PHEN 0.2 progr: calling output shaders
PHEN 0.2 progr: maya_shaderglow(): Computing glow...
PHEN 0.2 info : maya_shaderglow(): Glow: Filter Width .... 63
PHEN 0.2 info : maya_shaderglow(): Resolution ...... 0.638926
PHEN 0.2 info : maya_shaderglow(): Normalization ... 7.938000
PHEN 0.2 info : maya_shaderglow(): Halo: Filter Width .... 157
PHEN 0.2 info : maya_shaderglow(): Resolution ...... 0.260841
PHEN 0.2 info : maya_shaderglow(): Normalization ... 49.298000
PHEN 0.2 progr: maya_shaderglow(): Done!
PHEN 0.2 progr: writing image file C:/Documents and Settings/ALEX/Desktop/SPONZA2009/SPONZA14.exr (frame 1)
MEM 0.2 info : allocation of 48000000 bytes failed: flushing
MEM 0.2 info : try '-memory 1150' for future runs
MEM 0.2 progr: scene cache flushed 278 MB in 0.07s, now: 950 MB
MEM 0.1 progr: scene cache flushed asynchronously 103 MB for module JOB, now: 876 MB
RC 0.2 progr: rendering finished
RC 0.2 info : wallclock 4:10:55.30 for rendering
RC 0.2 info : allocated 875 MB, max resident 1562 MB
GAPM 0.2 info : triangle count (including retessellation) : 11127699
PHEN 0.2 info : Reflection rays skipped by threshold: 21676859
PHEN 0.2 info : Refraction rays skipped by threshold: 19658492
Scene C:/Documents and Settings/ALEX/Desktop/SPONZA2009/SPONZADISPLACEMENTSSSBASTA5SPEROIVY__2948.mb completed.

Now I'm just not sure about the naming convention for the first value of the string which is the name of the string, because looking at the other strings no other values displays underscores like in this one: Name= fb_virtual

Anyway this string just saved my ass, with this rendering so it could be real lifesaver with large scene like mine...!

Ciao...!
Alex
__________________
Alex Sandri
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 03:18 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.