Renderman 21

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Francois Maree

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Jul 15, 2016, 7:30:50 AM7/15/16
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Hi guys

As you probably know, Renderman 21 is upon us (the RC1 is out). As part of our R&D we are seriously considering using 21 for, among other things, the GPU based Denoiser. Is there any plans from Golaem's side to support RfM 21 soon? If not I will have to make arrangements to have the pipeline allow me to render crowd shots in Renderman 20 while they use 21 for the rest (not the ideal solution).

Regards,
Francois

Nicolas Chaverou

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Jul 15, 2016, 8:00:26 AM7/15/16
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Hi Francois,

Are you sure it's not already compatible ?
If they haven't broke too many stuff, it might work out of the box

Else let us know,
Best,
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Francois Maree

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Jul 15, 2016, 8:05:33 AM7/15/16
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Hi Nic

I'll give it a proper test at some point. It might be due to environment variables. Quite tricky when you still have Renderman 20 running. I'll chat with IT and then take it from there. I'll let you guys know once I know.

Thanks,
F

Francois Maree

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Aug 8, 2016, 8:25:42 AM8/8/16
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Hey guys

Ok, so we got Renderman 21 rolled out, as well as Golaem 5.2.1. Created a quick test crowd and tried to render. I'm receiving the following error:

rmanLoadPlugin; rmanChangeToRenderMan; rmanRenderPass("Final", "");

// Warning: (08/08 14:22) rfm Warning: crowdProxyDefaultShaderSG is missing a RIS material //

glmPreRenderFrameCallbackRenderman();

// Error: (08/08 14:22) rfm Error: kPluginDependNode doesn't have a plug for parameter: baseColor //

// Warning: (08/08 14:22) rfm Warning: kPluginDependNode doesn't have a plug for parameter: baseColor //

// (08/08 14:22) rfm Notice: Rendering cameraShape1_Final at 74 //

glmPostRenderFrameCallbackRenderman();

// Warning: (08/08 14:22) rfm Warning: R56006 Cannot create statistics file renderman/Droid_Crowd_Test_v05_Render_Farm_Test/rib/0074/cameraShape1_Final.0074.xml.

//

// Error: (08/08 14:22) rfm Error: R16001 Cannot load procedural primitive DSO glmCrowdRMSPlugin.

//


I am assuming that Golaem won't support Renderman 21 for now?


Thanks,

Francois

Nicolas Chaverou

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Aug 9, 2016, 6:27:57 AM8/9/16
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Hi Francois,

Thanks for reporting.
Indeed Golaem does not support Renderman 21 for now.

As it's summer here, august will be a calm month in term of new features for Golaem but it's in our list.
Will let you know when support will be added.

Best,
N.

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Francois Maree

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Aug 10, 2016, 3:57:52 AM8/10/16
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Hi nic

Cool no problem. We suspected it might not be ready yet so we kept RfM 20 as well.

Regards,
F
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Nicolas Chaverou

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Aug 12, 2016, 1:20:45 PM8/12/16
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Hi there,

Made a test with Golaem 5.2.1 and Renderman 21 and apart from shaders assignment, geometry was generated :

Inline image 1

I'll fix the shaders next week but looks like most of it should work quickly

Best,
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Francois Maree

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Aug 12, 2016, 1:24:18 PM8/12/16
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Hi Nic

Thanks for letting me know. If it works fine on your side I'll let the IT guy know because then there's an issue with our setup. That error I posted was also from when I tried to render locally. Any ideas on what I can tell him to look for?

Have a great weekend!

Francois
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Nicolas Chaverou

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Aug 12, 2016, 3:38:22 PM8/12/16
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Hi,

No idea for now. I just made a quick test for now. Haven"t had a chance to dig what's changed in 21
Will give you more info next week

Best,
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Francois Maree

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Aug 12, 2016, 3:40:52 PM8/12/16
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No problem. At least now I know it should work so we'll also see if we can figure it out. It can become tricky to have multiple versions in the same pipeline.

Cheers
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Francois Maree

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Aug 17, 2016, 6:29:18 AM8/17/16
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Just thought I would give an update, this problem is resolved. Turns out some of the environment variables was pointing to Golaem 5.2.0.1 (which was recently removed due to Golaem 5.2.1 being installed) and in a huge file specifying the env vars the 5.2.0.1 looks almost the same as 5.2.1 ;) Renders fine on the render farm as well.

Thanks guys. :)


On Friday, July 15, 2016 at 1:30:50 PM UTC+2, Francois Maree wrote:

Nicolas Chaverou

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Aug 17, 2016, 7:28:26 AM8/17/16
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Hey,

Do you have shaders working as well ?

Best,
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Francois Maree

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Aug 17, 2016, 7:54:06 AM8/17/16
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Hi

Yes. Some of the old RfM 20 shaders (the PixarLM ones) works just fine. But for us to be on the safe side I'll go with the new RfM 21 PxrSurface shader. The big issue for us was that the lights from RfM 20 does not work at all in 21 so it would have been a pain to render crowds in 20 and the rest in 21 because of lighting inconsistencies.

Anyways, that's not the case anymore so we are much more relieved. :)
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Nicolas Chaverou

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Aug 17, 2016, 7:56:18 AM8/17/16
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Hi,

Sorry. I meant, were you able to use the Golaem Shaders (Switch / HSL) directly in Renderman 21 ?
Looks like we need to recompile those but I haven't made extended tests yet.

best,
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Francois Maree

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Aug 17, 2016, 8:01:17 AM8/17/16
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Ah. I haven't tried the switch shaders yet. 

Nicolas Chaverou

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Aug 17, 2016, 9:21:21 AM8/17/16
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Hi Francois,

Quick update: As I thought we just needed to recompile our shaders with PRMAn21 for them to work properly
Means that Prman21 will be supported in Golaem 5.3 (coming around September 12th)

Best,
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Francois Maree

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Aug 17, 2016, 9:29:37 AM8/17/16
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Thanks for the feedback Nic. That would be great, I will have some characters that will need the switch shaders. But for the character I work on now I won't need it so it's all good. :)

Cheers!

Francois Maree

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Aug 18, 2016, 7:49:00 AM8/18/16
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Hi Nic

Just out of curiosity sake, will this recompiling of the shaders be the reason why I cannot render on the render farm using RfM 21?


On Wednesday, August 17, 2016 at 3:21:21 PM UTC+2, nicolas.chaverou wrote:

Nicolas Chaverou

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Aug 18, 2016, 7:54:50 AM8/18/16
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Hi,

Nop.
Will have no influence.

I recommend checking the Render logs instead

Best,
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Francois Maree

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Aug 18, 2016, 8:27:34 AM8/18/16
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Ok, that is as I thought. I checked the logs and it seems like the blades on the farm is looking for the rib files in the /usr/tmp folder for some bizarre reason. All the other geometry in the scene renders just fine (I dropped in a polygon plane as a test) but the crowds themselves doesn't. However when I render on my local machine directly to it, the render is fine. For the life of me I cannot figure out why it's looking for the Golaem generated rib files in my local /usr/tmp folder. The files it's looking for is in that folder though hence why it renders fine on my local machine but not on the farm. Any suggestions? Shall I CrowdArchive the test file I created?

Nicolas Chaverou

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Aug 18, 2016, 8:29:37 AM8/18/16
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Check the Integration with the Rendering Engine part here:

http://golaem.com/content/doc/golaem-crowd-documentation/crowd-render-proxy

Looks like the Mel Callbacks are not properly called.
Maybe the Golaem maya plugin is not loaded correctly on the Render Blades

Best,
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Francois Maree

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Aug 18, 2016, 8:34:36 AM8/18/16
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Ok, I see the callbacks are specified in the Pre render, Post render, Pre render frame and Post render frame. I'll get the IT guys to log in remotely and fire up Maya to check if the plugin loads. Will let you know the status soon.

Francois Maree

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Aug 18, 2016, 11:09:16 AM8/18/16
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Ok, it's resolved. Not sure exactly what the problem was because a few things was changed to test.

The /usr/tmp issue was just because I didn't set the Temp File Dir for the Crowd Render Proxy node to be a shared network folder (the joys of have a script do that for you you forget to change that when you do it manually.)

Thanks for the help.

Nicolas Chaverou

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Sep 29, 2016, 10:45:44 AM9/29/16
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Hey Francois,

Just to let you know that we released Golaem 5.3 which includes native support for Renderman 21!!

The complete Release Notes is here:
http://golaem.com/content/doc/golaem-crowd-documentation/release-notes
And the download links:
http://download.golaem.com

Also amongst other things, we replaced FBX Geometry File with our own format (gcg) which is multithreaded! Now you can take full advantage of your CPUs at render time (with gains up to 50x faster!!!)

Hope you'll enjoy it :)

Best,
N.
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Francois Maree

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Sep 29, 2016, 10:58:37 AM9/29/16
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Nic!!

Your timing is perfect! Our production is in full swing but I've been busy rigging and normal animation. Soon (within the next couple of weeks) I'll have the crowd character models available and then start pumping them into Golaem. I'll grab the latest version and give it a test to make sure everything still fits nicely in the pipeline. This is awesome news guys. Thanks a million.

Regards,
Francois

Christopher Evans

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Dec 21, 2016, 10:45:15 AM12/21/16
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Hey guys,  

Has this been resolved? 

I seem to be getting similar results when attempting to render with Renderman 21.2 with Golaem 5.3.1

glmPostRenderFrameCallbackRenderman();
// Error: (12/21 10:20) rfm Error: R16001 Cannot load procedural primitive DSO glmCrowdRMSPlugin.

Any updates?

Alexandre Pillon

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Dec 21, 2016, 10:56:55 AM12/21/16
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Hi Christopher,

Renderman 21 is supported since Golaem 5.3.
So it should work without problem.

When/how does this problem happen?
Is it when trying to render from the farm or interactively?
Did you check that all environment variables are setup correctly?
Are you sure that you are not using the compatibility procedural rendering plugin for Renderman 20 ?

If you cannot solve the issue, please answer these questions and send us a complete render log

Cheers,
Alex

Christopher Evans

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Jan 16, 2017, 11:15:21 AM1/16/17
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Hey Adding Kartik as he is our TD helping with the issue. 

So the problem happens when we try to render anything from Golaem using renderman 21.2.  (Including the chr pack assets)
The problem occurs when we are trying to render locally on the machine the Golaem files and caches where created from. (we will be using a render farm setup at a later date)
The Environment variable seem to be set correctly- we followed the instructions listed here:

All of the in scene checks look to be correct also?

Render Ouput:
glmCheckRenderSettingsCmd;
// CheckRenderSettings;
// Warning: (01/04 11:34) rfm Warning: crowdProxyDefaultShaderSG is missing a RenderMan material // 
glmPreRenderFrameCallbackRenderman();
// Warning: (01/04 11:34) rfm Warning: Unable to produce shader: particleCloud1 // 
// (01/04 11:34) rfm Notice: Rendering perspShape_Final at 24
glmPostRenderFrameCallbackRenderman();
// Warning: (01/04 11:34) rfm Warning: D02001 TgPathDLOpen: Bad DSO found: glmCrowdRMSPlugin (The specified path is invalid.)
// 
// Error: (01/04 11:34) rfm Error: R16001 Cannot load procedural primitive DSO glmCrowdRMSPlugin.
// 
currentTime 14 ;
// Warning: (01/04 11:52) rfm Warning: crowdProxyDefaultShaderSG is missing a RenderMan material // 
glmPreRenderFrameCallbackRenderman();
// Warning: (01/04 11:52) rfm Warning: Unable to produce shader: particleCloud1 // 
// (01/04 11:52) rfm Notice: Rendering perspShape_Final at 14
glmPostRenderFrameCallbackRenderman();
// Warning: (01/04 11:52) rfm Warning: D02001 TgPathDLOpen: Bad DSO found: glmCrowdRMSPlugin (The specified path is invalid.)
// 
// Error: (01/04 11:52) rfm Error: R16001 Cannot load procedural primitive DSO glmCrowdRMSPlugin.


Not too sure where to turn next with this one. 
Kartik if there is anything more I should add that you have tried please let us know.

Thanks,
Chris. 



On Wed, Dec 21, 2016 at 10:56 AM, Alexandre Pillon <alexandr...@golaem.com> wrote:
Hi Christopher,

Renderman 21 is supported since Golaem 5.3.
So it should work without problem.

When/how does this problem happen?
Is it when trying to render from the farm or interactively?
Did you check that all environment variables are setup correctly?
Are you sure that you are not using the compatibility procedural rendering plugin for Renderman 20 ?

If you cannot solve the issue, please answer these questions and send us a complete render log

Cheers,
Alex
On Wed, Dec 21, 2016 at 4:45 PM Christopher Evans <christopher.evans@awesometownent.ca> wrote:
Hey guys,  

Has this been resolved? 

I seem to be getting similar results when attempting to render with Renderman 21.2 with Golaem 5.3.1

glmPostRenderFrameCallbackRenderman();
// Error: (12/21 10:20) rfm Error: R16001 Cannot load procedural primitive DSO glmCrowdRMSPlugin.

Any updates?

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Toronto, ON M5A 4M4

416.603.2000 

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Nicolas Chaverou

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Jan 16, 2017, 11:31:19 AM1/16/17
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Hey, 

If you're using the regular Maya module system you shouldn't have to set anything
Anyway, since Renderman 20, the way the DSo is loaded is to set RMS_SCRIPT_PATHS to procedurals/
Within the procedurals/ directory, Renderman should load the RMSWorkspace.ini file which should add RMS_PROCEDURAL_PATH to the WSSearchPaths.procedural prefs.

This works for plenty of our customers as of today :)
I'll let you check that everything is indeed properly set and if not, maybe try to get in touch with the Renderman team 

Best,

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