Forests in maya mental ray.


#841

I had the same error because the python script had a space letter in the filename and the run cmd not…

Anyway this script is very fast and awesome. Thx for sharing

@earlyworm: make sure to use raytracing only and BSP2 acceleration for best memory performance with instances & proxies…


#842

Mmm, I don’t have any space in the name nor in the command… maybe ti was another factor?


#843

:blush:
ok. my bad. Yes there was a space in the file name (just before the period). I dont know how that got there. I’ve fixed the rar, but anyone who already downloaded it should just rename the file.

David


#844

Ok sorry I was a bit boiled. The space was there but correcting the space now I have:

import djPFXUVs; djPFXUVs.leafLayout(3)
# Error: No module named pymel.core
# Traceback (most recent call last):
#   File "<maya console>", line 1, in <module>
#   File "D:\Maya\scripts\djPFXUVs.py", line 2, in <module>
#     import pymel.core as pm
# ImportError: No module named pymel.core #

And I have a “djPFXUVs.pyc” file created in the script folder where I put the script. Sorry but I don’t know nothing about python.


#845

Well it looks like you have no pymel installed. I’m not sure, but maybe it is not installed by default with 2009. When I have some time later today, I’ll upload a version that does not depend on pymel.

edit: pymel turned out to be completely unneccessary, requiring only a trivial code change, so I’ve attached another version for you to try. fingers crossed. :wink:

David


#846

The slower render speeds using the proxies was a bit odd. For that setup, did you have the renderer set to raytracing? Ive found scanline to be slow and has a heavy memory footprint when using proxies.


#847

i’m not sure if this make any sense to mix LOD for distant trees or objects.

I have just found out that the current mental-ray’s have a huge problem with the render proxy’s (Assembly) in certain conditions.

I posted before what I was trying to do, and it backfired on me. But with some help from bart from LAmrUG in the mental images forum, the problem was tracked down and is caused by the renderer to use only 1 cpu/core in certain conditions.

In my case: using many unique smaller assembly proxy’s. With current versions 3.7 and 3.8, it’s advised to rather use the mip_binaryproxy nodes.
In my situation, the triangle count for 1 of 4 groups reached something of 132 milion triangles. And yes, at one point i managed to get these all in maya with my 8800gt.

But the unique triangle tessilation was very low, the whole thing was made up of around 70 unique assembly’s.
The assembly’s were used to keep all the detail and complexity outside of maya and the viewport. And it worked wonders.

The point is: i can get so much detail to render (using the assembly’s will only be usable from 3.9 on) with such speed that it doesn’t matter to use different detail models. The high detail ones work as well for distant things and render very fast. So i don’t have to work extra time for lower-res versions.

Only problem that remains with the assembly’s is: how does one work with these and be able to include/exclude from lights? It doesn’t work for me. They get lit my any light even if they exclude all.


#848

Thanks! PM you


#849

Using Raytracing and BSP2 did help bring things down by about 30 seconds on the medium LOD - but Maya crashed when I opened it up this morning to have try the other LODs and it wouldn’t render after that.

I’m also not sure how much my slow down (between using instanced proxies and instanced geometry) was influenced by network speed.

For the numbers I got - no it doesn’t make any sense whatsoever. If however we scaled the same numbers up to minutes per frame (ie… 260 seconds to 260 minutes) then it would make some sense - especially over a 100-200 frame animation - to try and bring the per frame down to 215 minutes per frame.


#850

I was trying to use the MIbox script but i can´t figure how to put it to work.
Does anyone know how can i do?
In marc’s page it says i need to have the phyton script and a mel script, but i can´t figure where and how should i use them. http://marc.dubrois.free.fr/?p=154&cpage=1#comment-129

If anyone could help i would realy apreciate. Thanks a lot.


#851

In the script editor u have mel and python script to figure out how you want run the script if it is in mel or in python.type thias on python ,module

import mibox
mibox.miBox()


#852

Thanks a lot,

I am trying to do that but it says:

Error: ImportError: No module named files

You just put the phyton and the mel files in the scripts folder and thats all? or you do something else?


#853

i put the mibox .py in script folder or in alternative i run the .py in script editor, but this error appear if you run the script in mel module and not in python module. U are shure you run it in python module of the scirpt editor?


#854

yes, unfortunatly i’m trying to run it in the python module :frowning:

if i try to run the
import mibox
mibox.miBox()
it says # Error: ImportError: No module named files #

If i run the. py it says:

Error: File “<maya console>”, line 277

^

SyntaxError: invalid syntax #

do you know what this means? and what about mar´s sentence that says:
I wrote a python module to do this. mibox.py (python module need the procedure A7.goodPadding contain in goodpadding.mel

Thanks again


#855

run first goodpadding in mel module and after run the .py in python module and import etc etc etc etcc in py module


#856

Doesnt work…:banghead:

No matter what i do and what order i do that the result is always the same… error.

I even tried to take out all the other scripts and prefs in the folder and it alson didn’t work… I will keep trying .

Thanks a lot Dario for your help.


#857

Dario, what maya version do you use?


#858

2011, but marc release the 2011 version and other before version are in your blog


#859

Yes i know, it’s just that i’m using maya 2010 and it can be some kind of bug in the script, i dont know. Thanks


#860

I don’t know if someone post this tips, but anyway i post it. :slight_smile:
http://mayadvance.blogspot.com/2011/04/duplicate-instance-group-with-sppaint3d.html