zgrzewacz Posted July 5, 2011 Share Posted July 5, 2011 I've checked the scripts, that are setting variables and we ' re using HOUDINI_OTLSCAN_PATH. Refering to tthe documentation - http://www.sidefx.com/docs/houdini9.5/assets/install, it should work the same as HOUDINI_OTL_PATH. Additional all other shaders and otls are loaded without errors. Quote Link to comment Share on other sites More sharing options...
zgrzewacz Posted July 5, 2011 Share Posted July 5, 2011 Otls file permissions are exactly the same as other otls. To be sure we've set 777 permission on it and we get the same errors here. Quote Link to comment Share on other sites More sharing options...
ssh Posted July 6, 2011 Author Share Posted July 6, 2011 What version of Houdini are you using on farm? Hair shader was compiled with vcc from H11. As a test may I suggest you to download the very first version of shader from first post of this thread. As far as I remeber It was compiled with vcc from H10. Will this version produce the same error? Quote Link to comment Share on other sites More sharing options...
zgrzewacz Posted July 6, 2011 Share Posted July 6, 2011 11.0.658 we're trying to find whats the problem Quote Link to comment Share on other sites More sharing options...
ssh Posted July 6, 2011 Author Share Posted July 6, 2011 The "old" version of shader works the same? Quote Link to comment Share on other sites More sharing options...
zgrzewacz Posted July 6, 2011 Share Posted July 6, 2011 we've just checked it and the old version of your shader causes same error Quote Link to comment Share on other sites More sharing options...
ssh Posted July 6, 2011 Author Share Posted July 6, 2011 Can not now say what went wrong in this case. But I do know that my shader is being used in production in several studios with Windows, Linux and mixed environments without any errors. Quote Link to comment Share on other sites More sharing options...
zgrzewacz Posted July 6, 2011 Share Posted July 6, 2011 Thans for help dude, i'll let u know when we'll find the problem. Quote Link to comment Share on other sites More sharing options...
Jason Posted July 6, 2011 Share Posted July 6, 2011 Are you using CacheFS or something? We've had that same problem with OTLs and cfs, Quote Link to comment Share on other sites More sharing options...
zgrzewacz Posted July 7, 2011 Share Posted July 7, 2011 I just spoke with the IT guys, we're not using CacheFS or any other similiar. They tried to manualy restart render nodes and there's same error. Strange thing that 2 nodes are rendering scene correctly. The rest of render nodes which are exactly same with same settings gives an error. Quote Link to comment Share on other sites More sharing options...
Jason Posted July 7, 2011 Share Posted July 7, 2011 Darn ... it's a very frustrating issue I know. Are you on Linux? Perhaps see what happens if you rsh into the render node and manually run "mantra -f yourifd.ifd" to see if it spits out the same error. One more thing you may try is on your Mantra ROP checking the "Properties > Render > Force VEX Shader Embedding" (or maybe "Properties > Render > Output OTLS with Full Paths") and see if it behaves any better. PS. I am going to split this topic off soon into something dealing with this issue as not to pollute the Marshener thread Quote Link to comment Share on other sites More sharing options...
zgrzewacz Posted July 7, 2011 Share Posted July 7, 2011 GREAT SUCCESS! Checking "Force VEX Shader Embedding" fixed the problem. Thanks m8! Quote Link to comment Share on other sites More sharing options...
Jason Posted July 7, 2011 Share Posted July 7, 2011 GREAT SUCCESS! Cool:) Now the question is "WHY?" - and I fear the answer could span networking subtleties (blocksizes, etc), OS caching, network controller caching, UNC/Samba/NFS path screw-ups and all manner of other ugly words. At least you have a workaround and SESI have another independent report (other than us) of this happening. Quote Link to comment Share on other sites More sharing options...
ssh Posted October 13, 2011 Author Share Posted October 13, 2011 [uPDATE] Now you may use Cd attribute from underlying geometry to alter diffuse or specular colors. There are 5 Cd layers avaliable if you'd like to keep base Cd attribute for other things. ssh_marschner_hair.otl Quote Link to comment Share on other sites More sharing options...
abvfx Posted October 24, 2011 Share Posted October 24, 2011 I totally missed this. Awesome. Quote Link to comment Share on other sites More sharing options...
kensonuken Posted June 11, 2012 Share Posted June 11, 2012 do these support deep shadows? is this shader raytracing? Quote Link to comment Share on other sites More sharing options...
kensonuken Posted June 11, 2012 Share Posted June 11, 2012 is it possible to get illum loops? the shader seems to work fine and does decent output but what about the following passes.. 1. color pass 2. Primary spec 3. Sec spec 4. Scatter is there any way to get this because cant see the vex code in that.. Quote Link to comment Share on other sites More sharing options...
ssh Posted June 11, 2012 Author Share Posted June 11, 2012 do these support deep shadows? is this shader raytracing? Yes, of course. You may use deep shadow or raytrace shadows as you like. For passes please see this: Quote Link to comment Share on other sites More sharing options...
kensonuken Posted June 11, 2012 Share Posted June 11, 2012 (edited) cool can there be per specular... and how about the illumination loops? the only color channel is for multiplying the ambient occlusion with color pass can you integrate these into the shader so that it becomes pretty usable. Edited June 11, 2012 by kensonuken Quote Link to comment Share on other sites More sharing options...
payam Posted August 2, 2012 Share Posted August 2, 2012 hi ssh can u share slo file for ur marschner shader? Quote Link to comment Share on other sites More sharing options...
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