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[HOU-1458] Writing Deepdata on the farm

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  • #16
    Hello blented and sorry for the late reply , but this seems to work on mi side, what is your VFH and Houdini versions.
    Georgy Chakarov | QA
    www.chaosgroup.com
    georgy.chakarov@chaosgroup.com

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    • #17
      chakarov what build are you using then? It was logged as a bug so maybe its been fixed if you are using a more recent build? I'm back at work on Tuesday and will test with latest build again then.

      -- Erik

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      • #18
        Hey, GoodbyeKansas , blented ,

        we've both been trying to reproduce the issue here to no avail. I spent a couple of hours exporting manually from the UI, with Hython and with Deadline, removing and adding $AOV and $F tags hoping one of those causes the issue. Sadly, no luck.

        Would either one of you be willing to give us a scene file that reproduces this (you can delete literally everything else but the Renderer node(s) and the Deadline node(s) if any).

        As to the logged issue ( HOU-1458 ) - this is related to the imgFile command line parameter problem - this one is not yet resolved.

        Cheers!
        gosho.genchev@chaosgroup.com

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        • #19
          We've tried both the latest nightly and an older build that we'd prefer to use as the latest nightly breaks time offsetting on packed alembics (I'll bug it later).

          When we render on the farm with $F4 it doesn't have deep data, when we render with # it has deep but it doesn't substitute the frame number in and exports to some/path.#.exr, w/ each frame overwriting that path instead of some/path.1001.exr, some/path.1002.exr, etc.

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          • #20
            We've also tried diff-ing the resulting .vrscene w/ one from Maya to see if it was something we could just inject post-export but couldn't find anything that looked amiss.

            We tried rendering the Maya .vrscene w/ VRay for Houdini's vray.exe and that rendered deep correctly.

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            • #21
              when we render with # it has deep but it doesn't substitute the frame number in and exports to some/path.#.exr, w/ each frame overwriting that path instead of some/path.1001.exr, some/path.1002.exr, etc
              Well, I'll keep trying...

              Just FYI in case I'm understanding this correctly, so at least you are not completely blocked:
              1. You've set the Renderer -> File Path parameter to Whaterver/Path/filename.#.exr and the export is working correctly ?
              2. If that is the case, you can substitute the '#' in the VRScene with "<frame04>" (this is the same as $F4 in the UI). The parameter is called img_file, in the SettingsOutput.

              -----------

              We've also tried diff-ing the resulting .vrscene w/ one from Maya to see if it was something we could just inject post-export but couldn't find anything that looked amiss.
              Another workaround would be to keep the $F4 tag in your Houdini scenes and override img_deepFile and img_rawFile. Those two should be exported to a value of 1. That is all that's necessary to get deep output. I suppose you can append to the V-Ray call something along those lines:

              vray.exe -sceneFile=whatever.vrscene -parameterOverride="SettingsOutput::img_deepFile=1" -parameterOverride="SettingsOutput::img_rawFile=1"
              I'd much rather we fix the problem, though...

              Hope that helps!
              gosho.genchev@chaosgroup.com

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              • #22
                I must have misunderstood some stuff earlier

                First our command to render was

                Code:
                $VRAY_BIN -display=0 -noFrameNumbers=0 -frames=1001 -sceneFile=${NS_TMP}/fssFiles/20200108/wargarbl/1001.vrscene -imgFile=/path/foobar_v001_deeptest.#.exr
                then i removed -imgFile

                Code:
                $VRAY_BIN -display=0 -noFrameNumbers=0 -frames=1001 -sceneFile=${NS_TMP}/fssFiles/20200108/wargarbl/1001.vrscene
                This works as expected and gives me deep files so i'll just disable -imgFile in our dispatcher for now as we have the correct path already in the vrscene file

                -- Erik

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