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About 5-5-2010 Nightly Build For Maya 2011, Linux 64

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  • About 5-5-2010 Nightly Build For Maya 2011, Linux 64

    Hi, I've been taking a look at this build, and I've found some things that think I should report.

    If this is a wrong way to do it, or its preferred we mail directly to Chaosgroup members, please, post it.

    DISTRIBUTED RENDERING

    The behavior of the 5 may build respect the distributed rendering is next:

    From Maya:

    If we try to use distributed render from Maya, when we launch vray in the host we have two options:

    Using vrayslave: In this case Maya will contact with the host, but the host says: "warning: Scene is empty.". So the high part of the render will be nothing rendered.

    Using vray -server: In this case Maya will throw a warning: "Could not connect to host nnn.nnn.n.nn: Unknown error.". If we add, besides -server, -portNumber=20207 we got the same that vrayslave (then is exactly the same)

    It's impossible use Maya for distributed rendering. The Question is: Why Maya did not sent the scene to host?. I've been reading the debug messages, but I'm sorry, I am unable to find where is the error or how solve it.

    If we try to use distributed render from standalone, when we launch vray in the host we have two options:

    Using vray -server: In this case Standalone will contact with the host, and will work perfectly, but will be impossible it show us the virtual frame buffer to see something although we use flag -display=1. We're completely blind till the end of the render, when we can go to the output folder and take a look.

    Using vrayslave: In this case standalone will give us the same error it throw us form Maya using the vray -server option, "Could not connect to host nnn.nnn.n.nn: Unknown error". This error is caused because vray standalone is searching in port 20204 (Max port), or at least, it is not searching at 20207, Maya port. Using -portNumber=20207 works perfectly. (But still user remains blind).

    So, or we use Maya and we leave ourselves limited to use only one machine, renouncing to use all our machines for distributed rendering for adjust quicker all our renders or we use it, but how we are blind, we must wait till all our machines finalize the render for access it to see and evaluate the result.



    WHITE COLOR

    The white color of shaded mode can be disturbing for the eyes. In really, for people who work at daylight hours, white is cool, but for people who prefers work at night... I can feel my disturbed eyes paining me for receiving excessive brightness, and if I bring down the brightness of the screen, I am unable to evaluate correctly the result of my render forcing me to be playing with the buttons of my monitor more than I should want. Neither is matter that vray looks operative system clock for choose automatically a brighter or darker color, but If this would depend of me, I would let the user choose their own shaded default color putting a color chooser in "Misc" or in "Vray UI" section of Vray Render Settings. This is quite curious... I never been conscious of this question always have been there till my eyes have started to talk... with pain. The background (alt+b) always I have it black or this sky-to-black from Maya 2009, but in the materials, Maya standard gray never disturb me...
    This issue, brightness or darker, the well lit or poor lit environment of work, and the sight problems, would deserve an exclusive thread for it.


    IPR

    If we push ipr button, use vfb will be unmarked automatically. I guess you're oriented this to the future Vray RT for Maya and surely its not an error...



    VFB

    If we want save the render from the Virtual Frame Buffer window, right now we need, besides write the name of the output file, write their extension. If we simply write "render", the image will not be saved, we need write "render.png".
    I guess this pop up (the one at push save icon in virtual frame buffer) should let us save our render in more formats (tiff, exr...)

    For other side, respect the VFB. The idea is replace the original Render View Window?. If is it, Besides add a "launch render" button, realize yourselves till VFB haven't a buffer for compare two results, we still feel the need to keep using Maya Render Window. In my opinion, there is no hurry about this feature, so for me, easy with it.

    Finally at this respect, the other cool feature of Maya Render Window is the snapshot, getting us a clue for choose exactly the render region we want to render, although this always has been improvable, because the majority of times, we not want render with "squared region" shape, maybe we need to render a circular region, elliptical, polygonal... if would be possible choose exactly what pixels we want Vray renders, we could save time at working hour... but for other side, appears Vray Rt for Maya comes step at step, so well, I suppose being as is, you should decide what to do about.


    WARNINGS

    Why this warnings?. How to avoid it?.

    1)// Warning: Unsupported texture VRayMtl //
    2)// Warning: Unsupported texture kEnvBall //

  • #2
    Well, how I keep working with this release, I'll continue reporting feedback about:

    Environment Shader button from Vray Settings, on Environment section doesn't calls the Maya Material Chooser. We need open Hypershade, create the Material and drag and drop to the Enviroment Shader field.

    Roll-out list of Vray Camera settings doesn't works. (Its possible use a command for change option, but not through GUI). I'm talking about Camera types, like spherical, cylindrical, etc...

    Latitude/Longitude should not to have North/South and East/West?, respect this, Night goes from 22pm hours to 4am hours?. Sun light shouldn't appears between 6-7 of the morning?

    Some way for indicate where is North in our scenes? Flexible North for rotate solar system, or fixed North for rotate our Scene? I'd choose first option.

    Respect the Watts measure units, where is efficiency slider? Or Vray for Maya takes every watt like 683 lumens?

    Comment


    • #3
      The distributed rendering is already fixed for newer builds.

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

      Comment


      • #4
        Originally posted by Reaversword View Post
        WHITE COLOR
        Unfortunately we have no control whatsoever over this.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment


        • #5
          Originally posted by Reaversword View Post
          IPR
          This is as designed. It will be changed when V-Ray RT is added to Maya.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

          Comment


          • #6
            Originally posted by Reaversword View Post
            If we want save the render from the Virtual Frame Buffer window, right now we need, besides write the name of the output file, write their extension. If we simply write "render", the image will not be saved, we need write "render.png".
            I guess this pop up (the one at push save icon in virtual frame buffer) should let us save our render in more formats (tiff, exr...)
            You can save to any of the formats available in the file type drop-down list (png, tiff, jpg, bmp, tga, exr, etc).

            For other side, respect the VFB. The idea is replace the original Render View Window?. If is it, Besides add a "launch render" button, realize yourselves till VFB haven't a buffer for compare two results, we still feel the need to keep using Maya Render Window. In my opinion, there is no hurry about this feature, so for me, easy with it.
            You can enable the VFB history feature if you add the VRAY_VFB_HISTORY=1 environment variable to your system. It is not enabled on purpose by default.

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #7
              Originally posted by Reaversword View Post
              WARNINGS
              This will happen if you attach attempt to use a material as a texture (e.g. you put a VRayMtl material as one of the input colors of a checker texture). V-Ray does not support this type of connections (on purpose).

              Best regards,
              Vlado
              I only act like I know everything, Rogers.

              Comment


              • #8
                Originally posted by Reaversword View Post
                Respect the Watts measure units, where is efficiency slider? Or Vray for Maya takes every watt like 683 lumens?
                V-Ray expects the actual emitted power, not the (electric) power consumed by the light.

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

                Comment


                • #9
                  My frame buffer in Linux 64, doesn't even work..

                  Is this recently added?

                  I had to script to make it work... But it now doesn't have a connection with maya, so render region doesn't work.

                  Comment


                  • #10
                    Originally posted by olivervfx View Post
                    My frame buffer in Linux 64, doesn't even work..

                    Is this recently added?

                    I had to script to make it work... But it now doesn't have a connection with maya, so render region doesn't work.
                    It only works in Maya 2011, because it uses the Qt framework.

                    Best regards,
                    Vlado
                    I only act like I know everything, Rogers.

                    Comment


                    • #11
                      Originally posted by vlado View Post
                      Unfortunately we have no control whatsoever over this.

                      Best regards,
                      Vlado
                      But, in Vray August Adv release, when we push "5" for see shaded mode, we see objects assigned with vray materials with the green color.
                      In the nightly build, now we see it "bright white" color. Really it's impossible to change it?. Something you had done for now we can visualize shaded mode in white... I hope you find a way for this.. for our eyes!.

                      Comment


                      • #12
                        Originally posted by vlado View Post
                        You can enable the VFB history feature if you add the VRAY_VFB_HISTORY=1 environment variable to your system. It is not enabled on purpose by default.

                        Best regards,
                        Vlado
                        Ey!, really interesting!, but Vlado please, the command we need to establish the environment variable would be:

                        export VRAY_VFB_HISTORY=1

                        and then launch maya?

                        Comment


                        • #13
                          Originally posted by vlado View Post
                          This will happen if you attach attempt to use a material as a texture (e.g. you put a VRayMtl material as one of the input colors of a checker texture). V-Ray does not support this type of connections (on purpose).

                          Best regards,
                          Vlado
                          Then if we use a BlendMtl Material, that needs use two materials "as a texture", we will receive this warnings, right?

                          Comment


                          • #14
                            Originally posted by vlado View Post
                            V-Ray expects the actual emitted power, not the (electric) power consumed by the light.

                            Best regards,
                            Vlado
                            I understand that Vray not expects the electric power consumed, but "Watts" is a electric power consumed measure. Light bulbs of 60 watts can be halogen, led, fluorescent... every one with its own performance in relation lumen/watio, for example, low consumption bulbs should emit more than 40 lumens/watt, and well, the theorical potencial of a watt is 683 if bulbs would be totally cold and not radiate out of the vision spectrum...

                            Yes, I know, all this its very well, but better we use directly lumens and out. Only say if you gonna give the user the ability to specify the light power in watts, you should make an efficiency slider, or maybe a "type of bulb" list (halogen, fluorescent... and custom). It simply would be a 0.X multiplier added at 683*Watt specified by the user. Leds performance more than 75 lumens/watt, 10-13 a normal consumption one, around 50 compact fluorescent, 13-22 an halogen one, >45 a low consumption one (maybe between 55-65 lumens/watt)... etc... I suppose would be question of make a quick study, do a media, and prepare a list of multipliers...

                            But with lumens for me its enough, its just a user-comfortable feature most..
                            Last edited by Reaversword; 05-06-2010, 08:04 PM.

                            Comment


                            • #15
                              Originally posted by Reaversword View Post
                              Well, how I keep working with this release, I'll continue reporting feedback about:

                              Environment Shader button from Vray Settings, on Environment section doesn't calls the Maya Material Chooser. We need open Hypershade, create the Material and drag and drop to the Enviroment Shader field.

                              Roll-out list of Vray Camera settings doesn't works. (Its possible use a command for change option, but not through GUI). I'm talking about Camera types, like spherical, cylindrical, etc...

                              Latitude/Longitude should not to have North/South and East/West?, respect this, Night goes from 22pm hours to 4am hours?. Sun light shouldn't appears between 6-7 of the morning?

                              Some way for indicate where is North in our scenes? Flexible North for rotate solar system, or fixed North for rotate our Scene? I'd choose first option.
                              Something about this ones?.


                              Vlado, thanks for all responses and great work. All good takes its time. While we could access develop versions, and it keep continue being so stable, there is any hurry for finish version. Step by step.

                              Comment

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