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Maya looks: support for native Redshift texture format

Open Allan-I opened this issue 2 years ago • 11 comments

Brief description

Add support for native Redshift textures handling. Closes #2599

Description

Uses Redshift's Texture Processor executable to convert textures being used in renders to the Redshift ".rstexbin" format.

Additional info

Essentially emulating what maketx does by passing a number of arguments to a subprocess and returning a status code to indicate whether the operation was successful or not.

Allan-I avatar Mar 29 '22 16:03 Allan-I

Thank you Murphy, can you please recreate your environment through create_env in tools and try again?

ghost avatar Aug 22 '22 14:08 ghost

run the command image

but the publish ended with exactly the same error :(

m-u-r-p-h-y avatar Aug 22 '22 14:08 m-u-r-p-h-y

Thank you Murphy, investigating now

ghost avatar Aug 22 '22 14:08 ghost

look with textures extracted and published successfully

@m-u-r-p-h-y - Shouldn't that produce .rstexbin files with this PR instead of .tx files?

Did you enable to rstex attribute on the look instance?

BigRoy avatar Sep 06 '22 09:09 BigRoy

look with textures extracted and published successfully

@m-u-r-p-h-y - Shouldn't that produce .rstexbin files with this PR instead of .tx files?

Did you enable to rstex attribute on the look instance?

Ohh you are completely right. I had old look instance in my scene.

Redid the test and it is correctly producing rstexbin files.

my question is, do we really need to specify the format in the instance? Isn't it clear that we should do

arnold -> tx redshift -> rxtexbin

this way it opens a space for human error as I already demonstrated . . .

image

m-u-r-p-h-y avatar Sep 06 '22 10:09 m-u-r-p-h-y

my question is, do we really need to specify the format in the instance? Isn't it clear that we should do arnold -> tx redshift -> rxtexbin

Actually I'd say yes. I believe Redshift can actually render both .tx and .rstexbin files but they serve a different purpose. (I might be wrong however!) I recall having done a test on our infrastructure and it was usually faster to render without .rstexbin files and use regular textures or .tx files. But then again, I might be misremembering.

Check the Render Time Considerations

this way it opens a space for human error as I already demonstrated . . .

🙉 🙈 🙊

BigRoy avatar Sep 06 '22 11:09 BigRoy

I agree that we need to specify format, but we'll need to add in the future validators to deal with unsupported features enabled on existing render instance - for example arnold/vray/renderman won't understand .rstexbin, renderman will not understand .tx/.rstexbin but will read .tex and so on.

antirotor avatar Sep 19 '22 13:09 antirotor

I agree that we need to specify format, but we'll need to add in the future validators to deal with unsupported features enabled on existing render instance - for example arnold/vray/renderman won't understand .rstexbin, renderman will not understand .tx/.rstexbin but will read .tex and so on.

the toggle in render instance could only state

  • [ ] convert textures to native format

and we should know, depending on renderer, which format to use . . .

m-u-r-p-h-y avatar Oct 04 '22 08:10 m-u-r-p-h-y

Would that be ideal? To have that toggle on the instance?

ghost avatar Oct 04 '22 08:10 ghost

Would that be ideal? To have that toggle on the instance?

we have this currently
image

and it is not ideal definitely

m-u-r-p-h-y avatar Oct 04 '22 08:10 m-u-r-p-h-y