AWS Thinkbox Discussion Forums

vrsene parsing borked in 9030?

Curious if its me, my vrscene files or something else. Hard freeze every time I try to submit a tile test job with parsing enabled.

It might be that the file is huge? Or we’re stuck in some kind of loop…

Would you be able to pass one along?

Tried a 130mb and a 50mb one (both are on the smaller side for us). And same issue. I added the file links to my ongoing ticket (474517). Just testing out to see if the vrscene render channel was picked up in 9030 for tiled renders, but can’t get past the parsing phase.

As always, let me know if you need anything else. Thanks!

Hmm. Tested with the files over here in the Monitor. It did throw up a dialog that didn’t make much sense, but it didn’t hard lock.

I’ll pass this by the dev team like usual.

Hey Ed, I just wanted to update that it seems to not be working in 9040 as well. Note that this is on vray for sketchup 34003, and while I’m sure the vrscene exporter wasn’t tweaked significantly during this latest release, who can say for sure.

Circling back with the dev team, they made a few changes worth testing in 9.0.4. After I upgraded I’m now getting the same hard lock as you do. I’ll loop back with them.

Ok, great, thanks for the followup! Eager to see/hear what the gremlin is

update: testing 9050 now, and parsing works (although doesn’t seem to pick up all the render channels I have in my vrscene file) HOWEVER all render output is black. Will try a couple more files now to confirm, but the first few all render black

just to confirm: the output is black when just selecting file parsing, if I override the res and file output (and still have file parsing selected), then the images seem to come out, but again, this is limited by the fact that the parsing doesn’t pick up on all my render elements listed (objectID, renderID, denoiser, zdepth, extra tex)

In the vrscene file, the channels are separated, and somewhat aligns with the ones that don’t appear correctly. Assuming this is a chaos group problem?:

[code]RenderChannelColor __00000001_RenderChannelColor {
name=“Reflections”;
alias=102;
color_mapping=1;
}

RenderChannelColor __00000002_RenderChannelColor {
name=“Refractions”;
alias=103;
color_mapping=1;
}

RenderChannelColor __00000003_RenderChannelColor {
name=“RawGI”;
alias=110;
color_mapping=1;
}

RenderChannelColor __00000004_RenderChannelColor {
name=“RawLight”;
alias=111;
color_mapping=1;
}

RenderChannelColor __00000005_RenderChannelColor {
name=“RawShadow”;
alias=112;
color_mapping=1;
}

RenderChannelRenderID __00000006_RenderChannelRenderID {
name=“RenderID”;
}

RenderChannelColor __00000007_RenderChannelColor {
name=“MaterialID”;
alias=115;
color_mapping=0;
}

RenderChannelNodeID __00000008_RenderChannelNodeID {
name=“ObjectID”;
}

RenderChannelColor __00000009_RenderChannelColor {
name=“RawReflection”;
alias=119;
color_mapping=1;
}

RenderChannelColor __0000000a_RenderChannelColor {
name=“RawRefraction”;
alias=121;
color_mapping=1;
}

RenderChannelColor __0000000b_RenderChannelColor {
name=“RawTotalLight”;
alias=130;
color_mapping=1;
}

CameraPhysical _CameraPhysical {
type=0;
film_width=36;
focal_length=40;
zoom_factor=1;
distortion=0;
distortion_type=0;
f_number=8;
lens_shift=0;
shutter_speed=300;
shutter_angle=180;
shutter_offset=0;
latency=0;
ISO=100;
specify_focus=1;
focus_distance=200;
targeted=1;
target_distance=200;
dof_display_threshold=0.001;
exposure=1;
white_balance=Color(1, 1, 1);
vignetting=0;
blades_enable=0;
blades_num=5;
blades_rotation=0;
center_bias=0;
anisotropy=0;
use_dof=0;
use_moblur=0;
subdivs=8;
dont_affect_settings=0;
lens_file="";
specify_fov=1;
fov=0.9284747;
horizontal_shift=0;
horizontal_offset=-0.01420913;
vertical_offset=-0.1374263;
bmpaperture_enable=0;
bmpaperture_resolution=512;
optical_vignetting=0;
bmpaperture_affects_exposure=1;
}

FilterLanczos _FilterLanczos {
size=2;
}

RenderChannelDenoiser _RenderChannelDenoiser {
name=“Denoiser”;
enabled=1;
mode=2;
type=0;
preset=1;
radius=10;
strength=1;
use_gpu=1;
progressive_update=1;
generate_render_elements=1;
}

RenderChannelExtraTex _RenderChannelExtraTex {
name=“ExtraTexChannel”;
consider_for_aa=1;
affect_matte_objects=1;
texmap=_RenderChannelExtraTex_TexDirt;
filtering=1;
exclude_list_as_inclusive_set=0;
}

RenderChannelZDepth _RenderChannelZDepth {
name=“ZDepth”;
depth_from_camera=0;
depth_black=9292.712;
depth_white=0;
depth_clamp=1;
filtering=1;
}[/code]

to piggy back onto this, when all overrides are used but file parsing is completely de-selected, then none of the render channels come out.

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