Population and object specific RTO-on/off and object selection

Started by TheBadger, August 01, 2012, 08:09:15 PM

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TheBadger

Morning jo :)

If you have the files I sent, you will see the large empty spaces between objects in the object node list. This is what I am referring to. I did not put those spaces there, TG2 did. Trying to close the gaps by hand only makes the problem worse. The order you see the the objects in the node network window, is not the order i imported the objects. TG2 made the changes on its own.

The reason I did not report a bug alone is because I wanted to send the project in first. The project has a "Read Me" file where I list the issues by number.
But I have expanded on that list in this thread and the other, as well as the sticky for missing geometry. I did it this way because they seemed like separate issues and because some things I thought were bugs in the past were just me using TG2 wrong.


P.S.
I now believe my copy of TG2 is sentient, and is trying to get me.
It has been eaten.

Oshyan

Agreed, I have also not seen the "gap in the list issue", nor seen any reports of it, but definitely am glad to hear about it now and interested to know more details if there are any.

Regarding object select-and-move and opening properties, both can be done from the 3D preview, as Jo said. I'm still not seeing tremendous benefit in simultaneously selecting and focusing the object in the node network, though I agree there is a certain degree of intuitiveness to it. But practically speaking, as Jo said, refocusing the node network could be very undesirable behavior, depending on how you work.

I do agree that the node lists should be improved a bit to have better sorting, hierarchical display, etc.

- Oshyan

TheBadger

Thanks Oshyan. What ever you guys do I am sure it will be a good step in the right direction. I'm just happy that planetside is making the effort. Improved by 2.5, still out this year?  ;D ;D ;D hope so. But I like my christmas presents early.

Any news on the issues I reported or my project? No worries, I finished those files anyway and am starting some new scenes for the story. Be nice if you knew right of the bat, a better way to go about building up the shots, based on what you have seen. :)

It has been eaten.

jo

Hi Badger,

You make some impressive scenes :-). I've loaded the projects you sent but I can't do a lot with them as they're actually a bit much for my machine, which only has 6 GB RAM. There's no point me trying to render them as they are, and I don't really have time to do so anyway. The others are probably a bit better off (more RAM :-) but they're pretty heavy scenes.

Can you please tell us a specific model you have problems with so we can check that out? If you have time it would be great if you could send us a project file set up with one model that doesn't work for you, the minimum needed to show the problem. We can load the model etc. from the stuff you've sent, so just the project would be fine.

Regards,

Jo

Oshyan

I can load the project alright, but it's right at the limit of my RAM (16GB). Heavy scene indeed. If Badger can tell us what model is the problem I can make a cut-down version of the scene for you Jo.

I am interested in seeing if this scene really should need this much memory. While it is definitely complex, it seems a little strange for it to take so much memory *before even rendering*. So I'll look into that as time allows.

- Oshyan

TheBadger

All of the mushroom models have the problem when used as a population and RTO is off. Simply remove all other models (non mushroom) and I believe you will see the issue. Just make sure you use the model as a population and not an individual. I did not find any issues with individuals regardless of RTO.

However, the "big blue" models only show the problem when they are rather far from the camera. The best model to test is the "Fiddle head' ( little green swirly vine thing) this model shows the problem very badly no mater how far from the camera it is *When RTO is off*. An example is in the "missing geometry thread"

Thanks fellas!
It has been eaten.

jo

Hi,

Thanks for that, I was able to reproduce the problem with the fiddle head model. I've asked Matt to look into it as a rendering problem.

Regards,

Jo

TheBadger

Hey guys

Just wanted to know if you were able to verify the "gap" in the objects node list issue. are you able to see it in my project, and could you reproduce it?
It has been eaten.

jo

Hi,

I haven't been able to spend a lot of time with it, but I have tried it a bit and so far it hasn't been happening.

I have to say your scenes have prompted me to look into getting some more RAM ;-). As Oshyan mentioned, it does seem to be that more RAM is being used than should really be needed. I'm not saying this is a problem on your end, more that we need to look into whether we can make things more efficient.

Regards,

Jo

Oshyan

I suspect, for example, that there are textures being loaded multiple times by different shaders and those should really just be referencing the same in-memory data. Same with non-instanced but still duplicated objects.

- Oshyan

jo

Hi Oshyan,

Yes, those were the sorts of things I was thinking of.

Regards,

Jo