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  • Cache Types and Pipeline Design

    I'm getting to redesign our pipeline and wanted some input on what folks are doing.

    Here is the current Maya workflow:

    -Model
    -Rig in parallel with Lookdev
    -Animate
    -Scene finaling
    -Maya cache
    -Apply cache to textured pretextured referenced geometry from lookdev
    -Light
    -Export .vrscene and send to farm.

    The maya cache has some limitations with open file handles, can't consolidate geometry easily, creates a messy node structure for switching to orig geometry (even though we scripted the export/import of cache files).

    Are you folks using vray proxy cache files for animation caching?
    Any 'gotchas' to look out for?
    What's the performance like?
    How would that fit into our lookdev process with the prextured scene/assigning shaders?

    Is anyone using Alembic from sony?

    Is there a major pipeline redesign I should consider?

    Thanks for the input folks!

  • #2
    Any thoughts on how Alembic will interface with vRay?

    http://www.deathfall.com/forums/cont...se-Alembic-1.0

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    • #3
      I would definately use Maya Geocaching and FBX as the container. That way you can reference a lighting asset that has geo only with shaders attached, then have FBX update. What the update does is attach the geo cache and anim curves to your lighting asset. Its a very clean smooth way to render without having to build a pipeline. You could create an FBX export and import button based on your directory structure to make things easier. I will definately need to post a video showing the do's and don'ts with the rig.. Perhaps this weekend I can record one.

      -Scott

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      • #4
        Originally posted by Metzger View Post
        ...I will definately need to post a video showing the do's and don'ts with the rig.. Perhaps this weekend I can record one.

        -Scott
        I *just* finished your Mari/Vray videos. Really impressive workflow.

        I don't quite understand how FBX relates ties into the picture. We wrote a custom exporter in python that makes a maya cache for all objects -- deformed or transform. Then a UI that matches the shape names to the referenced lighting asset. It hasn't been rock solid. We've had namespace issues, too many open files issues, motion blur problems, shaders getting disconnected when replacing a reference...

        My issue with our workflow has been little tiny tweaks in the lighting scene. If something doesn't come in perfectly from finaling, and I need to tweak the ground plane, then it breaks the shader connection. And the geoCache node creates a cache switch and an orig shape and other junk instead of just reading the point data. The maya cache system is designed to be more versatile, but it gets clunky.

        If you have time to post a vid on the FBX approach, I would really really appreciate it. I know it's a big time commitment to get that together.

        Thanks for the info.

        Zach
        Last edited by Zach Gray; 16-08-2011, 08:22 PM.

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        • #5
          Originally posted by Metzger View Post
          I think everyone here might benefit from this info.

          http://vimeo.com/27981923

          password: fbx
          Thank you again for taking the time to make this vid!

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