question

Nick Chamberlain avatar image
Nick Chamberlain asked

Solaris .tx files not auto generating/auto-loading

Hi all, I've been playing around with Solaris + arnold and I am running into an issue which I believe to be a bug. I am creating a shader within the LOPS material library that has several UDIM'd textures in it, and when I go to the arnold viewport the load times are incredibly slow. When I went to check no .tx files were generated from my EXRs. I have autogenerate .tx turned on my image nodes but still no luck.

So I went through the normal mat route to generate .tx textures (successfully created) and tried again in solaris with no luck still.

Then I replaced the .exr files with the .tx files manually and then I was getting the load/render times that I was expecting to see.

This feels like a bug to me but I would like to know if there is anything I am doing wrong here or if anyone else is having this issue?

solaristxtx replacement
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Heribert Raab avatar image
Heribert Raab answered

same problem here, must be a bug....

10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Heribert Raab avatar image
Heribert Raab answered

after digging deeper, functionality is not there. it shows the design failures of the bad htoA.


a texture manager like Renderman-Houdini plugin, written Houdini python panel would be nice.


10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Pal Mezei avatar image
Pal Mezei answered

Hi!


At the moment, there are no tools to generate tx files for Solaris renders automatically. We are looking into and trying to find a solution that's easy to use and flexible for many types of users. Using a similar approach to MtoA is most likely not the best option, as USD shaders can come from many sources, so it's entirely possible we don't know the file paths right before rendering the stage.


One solution is creating a schema API (https://github.com/Autodesk/arnold-usd/issues/338) and using that API in a LOP node (either an HDA with a python LOP or a C++ LOP part of HtoA).


Cheers,

Pal.

1 comment
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

how about a texture manager to manually pre-convert textures ? (like other renderers do)
something like this ?

https://github.com/jtomori/batch_textures_convert

added to the houdini python panel.

0 Likes 0 ·

Write an Answer

Hint: Notify or tag a user in this post by typing @username.

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Welcome to the Arnold Answers community.

This is the place for Arnold renderer users everywhere to ask and answer rendering questions, and share knowledge about using Arnold, Arnold plugins, workflows and developing tools with Arnold.

If you are a new user to Arnold Answers, please first check out our FAQ and User Guide for more information.

When posting questions, please be sure to select the appropriate Space for your Arnold plugin and include the plugin version you are using.

Please include images, scene and log files whenever possible as this helps the community answer your questions.

Instructions for generating full verbosity log files are available for MtoA, MaxtoA, C4DtoA, HtoA, KtoA, and Kick.

If you are looking for Arnold Documentation and Support please visit the Arnold Support site.

To try Arnold please visit the Arnold Trial page.

Bottom No panel present for this section.