Monday, 2007-07-02

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cgTobihi Andrew01:38
PseudonymG'day.01:41
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scorp007hi03:17
cgTobihi Alex03:17
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scorp007I have a query: If I render a box as a sub-div, should it look like this? http://img112.imageshack.us/img112/9296/maxtorsubdiv1ro5.jpg03:20
scorp007hi cgTobi03:20
scorp007more specifically, a cube03:21
cgTobihm, I think so03:21
scorp007I'd have thought it should result in a sphere?03:21
scorp007this is the archive for the box: http://rafb.net/p/N4Zapx72.html03:22
cgTobiI guess that depends on the hardness of the edges03:22
scorp007I didn't specify any such parameters though03:22
cgTobiI wouldn't expect a perfect sphere03:22
scorp007I just tried in RfM, and it gives a perfect sphere03:23
scorp007which is why I am conmfused03:23
cgTobioh03:23
cgTobiwith the same sice of the cube?03:23
scorp007yes03:23
cgTobisize03:23
scorp007I should try Liquid so I can see the generated rib code03:23
scorp007do you have liquid set up?03:24
cgTobithat might be worth it03:24
cgTobino, sorry03:24
cgTobiwe don't use liquid here03:24
scorp007ok, will have to install it03:24
scorp007do you use RAT there?03:24
cgTobinope03:24
cgTobisome inhouse tool03:24
scorp007ok03:24
scorp007for translating maya->renderman?03:24
scorp007brb03:30
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PseudonymI reckon everyone has an in-house tool to convert Maya to RenderMan.03:39
PseudonymEven if it's only a hacked-up version of someone else's03:39
cgTobithat's certainly true, at least for lager studios03:45
cgTobilarger03:46
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scorp007Aha, I found the problem03:52
scorp007Liquid (and presumable RfM) export the cube as quads, I export as tri's03:53
scorp007presumably*03:53
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scorp007w00t! I fixed it!05:13
scorp007I rewrote the whole geometry export routine to use polymeshes instead of tri meshes05:13
scorp007now my subdivs look nice and smooth, like RfM/Liquid05:13
cgTobiwow, nice one05:13
scorp007and nothing seems borked yet, (s,t work)05:14
scorp007yep, all works :)05:16
scorp007hey, guess what!05:21
scorp007Aqsis now renders the teapot without any of those triangulation artefacts :)05:21
scorp007this looks like a win for everyone05:21
cgTobi:D05:21
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scorp007except pixie, who doesn't recognize facevertex normal N05:22
scorp007I'll let em know05:22
scorp007time to build a 64bit version...05:25
scorp007this is how it should look :) http://img72.imageshack.us/img72/6332/maxtorsubdiv2or5.jpg05:34
cgTobiah, hehe, makes sense now05:34
scorp007much nicer, I think :)05:35
scorp007w00t! my export routine as a side effect runs *even* faster!05:44
scorp007my head now takes 2.4 secs instead of 3.5 or so05:44
scorp007ah, I crashed aqsis on some motion blur, hmmm05:59
scorp007Errm, I get some linker errors when trying to build the latest svn, is that normal?06:47
scorp007for your reference: http://rafb.net/p/MyO9lh42.html06:49
scorp007Raytracing in maxToR: http://img169.imageshack.us/img169/7272/maxtorraytrace1ka3.jpg07:46
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pgregorymorning all08:04
cgTobimorning Paul08:07
cgTobion my way home now08:07
cgTobicya08:07
pgregoryhi Tobi08:07
pgregoryworking nights again?08:07
cgTobilast night today, than I'm evening shift08:08
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scorp007hi Paul, brb, eating. (Is aqsis known to be broken in the svn trunk?)08:17
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pgregoryscorp007: in what way 'broken'?08:22
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scorp007[15:44] <scorp007> Errm, I get some linker errors when trying to build the latest svn, is that normal?08:32
scorp007[15:46] <scorp007> for your reference: http://rafb.net/p/MyO9lh42.html08:32
pgregoryno, not sure why that would be08:33
pgregoryon Windows I presume?08:33
scorp007yes08:34
pgregorywhich compiler?08:34
scorp007I did a clean build08:34
scorp007msvc08:34
pgregoryscorp007: odd, bitvector.cpp hasn't changed since June 200608:35
pgregoryI suspect something might have changed on your system.08:35
scorp007hmmm08:35
pgregoryoh, and bitvector.cpp doesn't reference anything called __security_check_cookie according to my understanding, and that function looks questionable.08:36
scorp007ahh!!08:36
scorp007Its using the 64bit build environment!08:36
scorp007crap08:36
scorp007somehow it is cached, it shouldnt be08:37
scorp007how would I reference environment variables in the scons file?08:38
scorp007I.e. if I have the platform sdk at %PSDKHOME%08:38
scorp007if at all possible?08:39
pgregoryos.environ08:39
pgregorysee line 89 in SConstruct08:39
scorp007but wouldn't it be fine to just use %VAR% since it goes straight to the command line?08:40
pgregoryno idea08:40
scorp007(for my custom.py)08:40
scorp007ok, I'll try08:40
scorp007hmm, do you have any idea how scons 'remembers' what cl.exe I used?08:42
scorp007I want it to forget :P08:42
pgregoryNot entirely sure, I think the main toolset identifies the 'most appropriate' one.08:43
scorp007hmmm08:43
scorp007BTW, Paul, don't know if you read the logs, but Aqsis no longer has triangle artefacts on teapots (I rewrote my geometry export routine)08:45
pgregoryscorp007: what was the problem?08:46
scorp007I now export as N sided polygons instead of always tris08:46
pgregoryso it's a triangles thing then, that makes sense.08:46
scorp007it also fixed SDS's08:46
scorp007they used to look lumpy, now I get a perfect sphere from a cube08:47
pgregoryhmm, not for SDS though08:47
pgregoryscorp007: wellll, not quite, you won't get a sphere from a cube using CC SDS.08:47
scorp007well, almost, before I had some irregular tumour like shape08:47
pgregoryI can understand why tri's would give a bad SDS on Aqsis though.08:47
scorp007pgregory, no, the SDS looked irregular on every renderer08:48
pgregorywe currently don't push to the limit surface when we have to use subdivision all the way, which will introduce inconsitencies.08:48
scorp007I see08:48
scorp007well, the tri-artefacts were present on aqsis without SDS (as you saw on the teapots)08:49
pgregoryand triangles are handled in a very (necessarily) awkward way in Aqsis, which probably has an error (or three).08:49
scorp007perhaps, but the change in algorithm has had many useful side-effects (Aqsis included)08:50
scorp007it is even faster now too, as less faces are traversed08:50
scorp007and the quality of output is what the users expect08:50
scorp007they initially thought CC SDS wasn't good enough08:50
pgregoryunderstandably08:51
pgregorytriangles are bad for CC, as they introduce 'extraordinary vertices' all over the mesh, which are bad news for CC SDS.08:51
scorp007ah, no wonder my cube looked 'wierd' as a SDS before08:51
scorp007then I tried Liquid and theirs was fine.08:52
scorp007That's when I discovered the difference in exporting08:52
scorp007hmm.. what's strange is if I just run "cl" on the command line,  I get 'unrecognized command', but if I run scons from the same directory, it is magically found! Also note that the first time I run it from a completely clean checkout, it does not find 'cl.exe' until I setup the environment...08:54
pgregoryodd, SCons usually uses the registry to find the compiler.08:55
scorp007hmmm08:55
scorp007I just don't feel like doing clean checkouts each time I need to change my environment...08:55
scorp007there must be a way to make it forget...08:56
pgregoryscorp007: did you look at the SCons wiki, I find it's usually quite good.08:57
* pgregory gets an itch to try CMake again.08:57
scorp007nope, will check08:57
scorp007lol08:57
scorp007#scons is dead as ever09:08
scorp007when scons says Checking for C++ library libtiff... (cached) yes -- how do I un-cache it?09:10
scorp007I tried deleting options.cache to no avail09:11
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pgregorydelete .sconf_temp09:11
scorp007I don't have such a file. I have .sconsign.dblite09:11
scorp007is that what you meant?09:12
scorp007Hi Anteru09:12
pgregorythere should be a folder named .sconf_temp, if you have the latest SCons installed.09:12
pgregoryI beleive it's the latest anyway.09:12
scorp007ah, oops09:12
scorp007your right09:12
scorp007But deleting the file helped!!09:12
AnteruMorning scorp00709:13
pgregoryyeah, it would, but it'll also destroy any other changedata it had stored.09:13
scorp007maybe not, hmm09:13
Anterunice, I get a message: "scorp007 wants your attention" :)09:13
scorp007He does? hehe09:13
Anteruscorp007: Problems with Scons and VC8?09:13
scorp007Anteru, yeah I just built something in 64 bit and scons thinks I want to build aqsis the same09:14
scorp007I'm trying to make it forget09:14
scorp007and say "cl.exe not found"09:14
scorp007right now it magically knows where cl.exe is09:14
Anteruhow did you setup SCons for 64bit building?09:14
scorp007I didn't09:14
scorp007I built something else in 64 bit09:14
Anteru^ you should open the Visual Studio command line for the target platform09:14
scorp007I did that, now scons seems to remember it09:15
Anteruthen, depending on the cli you have choosen, scons will use the cl in the path09:15
scorp007As in, it knows where cl is even when it's *not* in my path09:15
scorp007[17:51] <scorp007> hmm.. what's strange is if I just run "cl" on the command line,  I get 'unrecognized command', but if I run scons from the same directory, it is magically found! Also note that the first time I run it from a completely clean checkout, it does not find 'cl.exe' until I setup the environment...09:15
Anteruhmm09:16
AnteruTo be on the safe side, try to run from the vc command line09:16
Anteruthen you can invoke cl directly09:16
scorp007Erm?09:16
scorp007You mean the VC command prompt?09:16
Anteruyeah, heck, no idea how it is called in English :)09:17
AnteruSetting environment for using Microsoft Visual Studio 2005 x64 tools.09:17
AnteruThat one ^09:17
scorp007Tried that09:17
scorp007I get errors like: conftest_0.obj : error LNK2001: unresolved external symbol __security_check_cookie09:17
scorp007which is a dead givaway that its trying 64bit mode09:17
Anterulet me try locally09:17
Anterunot that something is really broken09:17
scorp007no, it's not broken, its on my end09:17
scorp007that function is defined in a 64bit library09:18
Anterudo you have an options.cache file around? is there some VC path in it?09:18
scorp007no and no09:18
scorp007I deleted it many times09:18
AnteruDid you try from the vc command prompt?`09:19
scorp007the thing is, on a clean checkout it does not find cl.exe which is correct09:19
scorp007yes, tried that09:19
Anteruand that's also borked?09:19
AnteruDid you change the default search paths via the IDE?09:19
scorp007yes, same linker erro09:19
scorp007hmm09:19
scorp007hold on09:19
scorp007you could be on to something09:19
AnteruI hope so :)09:20
scorp007Aha!09:20
scorp007its set in the IDE09:20
scorp007hmmm09:21
AnteruxD my start menu looks funny, VS first, VS x64 command prompt second, VS x86 third ...09:21
scorp007I have a feeling that fixed it09:22
scorp007(building now)09:22
Anteruthere's only one way to know ;)09:22
scorp007I am 98% sure because when I un-cached the library tests, it failed with the same linker errors09:23
scorp007now it got past that stage09:23
scorp007so now I have learned how to de-cache-ify it :)09:23
Anterubuilding rev 1175 now09:24
scorp007me too09:24
Anteru(incremental)09:24
scorp007ah ok09:24
scorp007you'll beat me then, I cleaned it a few times09:24
scorp007BTW, Paul, I noticed some shadervm commits, did you address the shader issues?09:25
pgregoryscorp007: nope, haven't touched it.09:26
scorp007oh ok09:26
scorp007I was hoping to compile the shaders with aqsl and test09:26
scorp007btw, I may have a bug report for you, which I'll confirm once I build the new version09:26
pgregorysorry, no time at the moment, you'll have to modify the source if you want to test with Aqsis for now.09:26
pgregorythe source to your shader that is.09:27
scorp007is it a big change?09:27
scorp007I can wait though09:27
scorp007its not too much of an issue, as I support at least 3 renderers already09:27
pgregoryyou'll need to split the mix(..., color) into  three mix(..., float) calls.09:27
Anteru^ the link-time code generation takes like a few minutes for aqsis.dll ...09:27
scorp007oh, I see09:28
Anteruscons: done building targets.09:28
scorp007scons: done building targets.09:29
scorp007you just beat me :P09:29
Anteruyeah, well, works here09:30
scorp007yep, crash confirmed09:36
scorp007bug: http://sourceforge.net/tracker/index.php?func=detail&aid=1746338&group_id=25264&atid=38397009:39
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tcolgatemornin' all10:14
pgregoryhi tcolgate10:14
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scorp007hin tcolgate10:18
scorp007hi*10:18
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tcolgatebloodey client!10:23
tcolgatepgregory: I saw the non-copyable sockets commit, seems like a good idea.10:24
pgregorytcolgate: yeah, I was a little worried about duplicating sockets, and I didn't like the idea of not closing a socket during the destructor, so this seemed like the most sensibe solution.10:25
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pgregoryhi mafm10:27
mafmhi10:27
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tcolgatepgregory: yes, seem like the right approach. You can dup() the FDs for sockets but the behaviiour probably isn't what people would expect.10:29
tcolgatepgregory: Was that the cause of the posix bug you were seeing?10:29
pgregoryso10:29
pgregoryno10:29
tcolgateNo luck on that yet?10:29
pgregorytcolgate: strangely, it works in debug at the moment, I'll rebuild later as release and see if it works there too, if so, I've no idea what it was.10:30
tcolgatehmm, that doesn't sound healthy, but hey-ho10:32
pgregoryI made a lot of changes over the weekend on Windows, I wouldn't be surprised to see the problem go away.10:32
Anterubye10:53
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tcolgatepgregory: just doing a rebuild of the newfb stuff now.11:40
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pgregorytcolgate: works here now, no idea why or how, but it's working.13:19
pgregorytcolgate: the only thing I changed that I think could have had in impact was properly initialising the 'total' variable in CqSocket::recvData13:19
pgregoryanyway, it's properly saving TIFF files in different formats now, 8bit, floating point tested, 16/32 bits per element not yet tested.13:20
tcolgatepgregory: builds and runs fine here too.13:32
pgregorytcolgate: tested 16bit output, that works fine, but 32bit doesn't but not the fault of piqsl13:32
pgregoryit seems that when I do...13:32
tcolgateYou've not done the name change yet have you?13:33
pgregoryDisplay "file.tif" "eqshibit" "Cs" "quantize" [0 4294967295 0 4294967295]13:33
pgregorythe '4294967295' values are read as 2.14748e+0913:34
pgregorywhich suggests the use of a signed instead of an unsigned value somewhere.13:34
pgregorygottit13:48
pgregorythe problem is, integer values in RIB are read into an 'int', and as I specified the value in the RIB without a decimal, it was identified as integer by the scanner.13:51
pgregoryquestion is, should integer values be read into an unsigned or signed int?13:51
scorp007BTW, can piqsl be bound as the default framebuffer in a config file so that when we Display "framebuffer" we get piqsl?13:54
pgregoryscorp007: you can modify your aqsisrc to do that if you wish.13:55
pgregorywow, for a change, the answer is in the spec...13:57
pgregory"Numbers include signed integers and reals. An integer consists of an optional sign (`+', `-') followed by one or more decimal digits. The number is interpreted as a signed decimal integer."13:57
scorp007pgregory, good to hear (re: aqsisrc).14:00
pgregoryscorp007: I don't want to make that the default, as eqshibit relies on more stuff than the simple 'display' framebuffer.14:00
scorp007is the raytracing api standardised?14:00
scorp007ok, just curious14:00
pgregoryscorp007: you mean is RT in RenderMan standardised?14:01
scorp007yes14:01
scorp007pixie works differently to 3dl and prman14:01
pgregoryin what way?14:01
scorp007well, it doesn't support the same Attribute "shade" ... Attribute "visibility" "integer transmission" stuff as 3dl or prman14:02
scorp007and while 3dl supports pixie's way of doing it, its declared deprecated14:02
scorp007So I implemented the PRman compatible style in my exporter14:02
pgregoryhmm, those are attribute based stuff, so they generally aren't defined in the spec.14:03
scorp007hmm, well they're kind of vital for RT14:03
pgregoryrenderer implementations often try to stick to the PRMan way.14:03
scorp007yeah, I left a note on the pixie forums. I stuck to PRman way as 3dl follows it too, and as you say others probably will (or do) follow suit14:04
pgregorybasically, anything that is introduced with the "Attribute" or "Option" request is implementation specific, and won't be defined by the spec.14:06
scorp007oh, I see14:06
pgregorybut that information should be clarified by again saying, "most of us try to stick to the PRman way if we can".14:07
scorp007heh, sure. It would make it easier for exporter writers14:07
scorp007if we have a pseudo-standard14:07
scorp007do you guys have any plans to move to renderman Studio, as it's *apparently* the successor to RAT?14:08
pgregoryscorp007: we're investigating it.14:10
scorp007ok14:10
scorp007what's funny is, the new RfM got a feature called "Motion samples", which is essentially the amount of motion segments to evaluate. In this digital-tutor video showcasing it, the narrator was like "this feature is so amazing, it's worth the upgrade alone". I was pretty surprised RfM 1 didn't have it...14:11
scorp007I've been able to do that in my exporter all along, and mine isn't limited to a fixed range from 2-6 like theirs14:12
pgregoryRfM 1 was really for the 'basic' stuff.14:12
pgregoryscorp007: the 2-6 limit is in PRman, not RfM14:12
scorp007really? 3DL supports unlimited segment?14:12
pgregoryas do we14:12
scorp007Aqsis?14:12
pgregoryyes, that's 'us'14:12
scorp007that's wierd, I wonder why PRMan doesn;t14:13
pgregoryhistory14:13
scorp007everything is I guess :)14:13
scorp007I wonder if they implemented that option for motion blur *other than* transformation. Not evident from the video14:14
scorp007I kind of see why you call it a 'toy'14:14
pgregoryyou mean RfM?14:16
scorp007yeah14:16
pgregoryit's ok, if all you want to do is render Maya scenes with RenderMan, but if you really want to maximise the power of RenderMan it's not the right tool.14:17
pgregoryI can certainly see a market for it, for small, short projects.14:17
scorp007perhaps14:17
pgregorywhere you want to use freelancers who 'know' Maya, but have it rendered on the farm in RenderMan, it works.14:17
tcolgatepgregory: Have you heard anythng about the Rushes Short Film thingy coming up?14:18
scorp007how could you render it on a farm without RIB export?14:18
pgregorytcolgate: err yes, we do it every year.14:18
tcolgateindeedy, have yougot any inside info, anything particularly worth seeing.14:18
pgregoryscorp007: I believe you can use RfM via the Maya command line renderer, could be wrong.14:18
scorp007oh, you could well be right14:19
tcolgateIt was mentioned on a leaflet I picked up at the odeon.14:19
pgregorytcolgate: haven't really been following it much here, not enough time.14:19
pgregoryit's all managed by an organiser brought in specially to sort it all out.14:19
scorp007Another funny thing to note, in another digital tutors video, The tutor was explaining how to use Slim with RfM. Boy he was abusing the hell out of it. He built a simple slim shader, flattened it (which bakes all parameters into a constant shader), and loaded it on a Renderman Shader node in maya. Shortly after, he wants to change a parameter, so he goes back to slim, adjusts it, re-flattens (gets many errors) and re-imports it14:21
scorp007I think he was unaware of the fact you can interactively tweak shader parameters in maya14:21
pgregoryeek14:21
scorp007I was laughing at this guy, he knows next to nothing about renderman14:21
pgregoryscorp007: unfortunately it's not easy/possible to get tweakable shader parameters out of Slim, it tends to bake everything.14:21
pgregorydue to the way it works.14:22
scorp007but it generates rib code doesn't it?14:22
pgregoryscorp007: no, it generates RSL.14:22
scorp007sorry, that's what I meant14:22
scorp007RSL with parameters?14:22
pgregoryyes, but with no externally visible parameters.14:22
scorp007ah14:22
scorp007but he was voluntarily baking it14:22
scorp007for some reason14:22
pgregoryyou have no choice, otherwise it's a Slim appearance, which is TCL, not RSL.14:23
scorp007But that's a strange workflow isn't it? It defeats the purpose or shader parameters14:23
pgregoryscorp007: yes, but Slim isn't meant to work with RfM.14:23
scorp007how does RAT handle it?14:23
pgregoryit's all integrated, you create your shaders in Slim, the editable parameters are internal to the Slim appearance. At render time, MTOR asks slim to 'prepare' the appearance, which involves baking it out to RSL if any parameters have changes, and compiling it.14:24
scorp007ah, right14:24
pgregoryand you directly apply Slim appearances to the scene, not RSL shaders.14:25
scorp007well if he can afford RAT, why does he even bother with such a retarded workflow with RfM14:25
scorp007I see, makes more sense14:25
scorp007Is it possible to attach a handwritten RSL shader in RAT and configure it parameters like in liquid?14:26
pgregoryscorp007: he probably chooses RfM over RAT because RfM can render Maya shading trees.14:26
pgregoryscorp007: yes14:26
scorp007yeah, but the purpose of his video was to showcase how to use Slim, not the maya hypershade14:26
pgregoryscorp007: I know that, but he was probably showing that "if you need to, it's possible", while still suggesting that the Maya integration is the strength of RfM.14:27
scorp007oh, right14:27
scorp007it still smelled like a lack of knowledge on his end... probably from the 'unexpected' errors he was getting and the way he went about resolving them...14:28
scorp007anyway, gotta go guys14:31
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pgregoryhi Tobi15:52
pgregorygotta go, cya all later.15:56
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cgTobihi Paul, bye Paul15:56
cgTobihi everyone else15:57
mafmhi!15:59
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mafmbye19:14
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cgTobievening all20:28
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