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[Openexr-user] Fwd: Question about openEXR-1.6.1


From: Ger Hobbelt
Subject: [Openexr-user] Fwd: Question about openEXR-1.6.1
Date: Thu, 18 Sep 2008 10:49:18 +0200

Hi,

Forwarded this to the ML in hopes someone's got an idea for a working
answer here. I hope Mr. Hiroyuki subscribes to the ML asap, so he can
see what you guys have to say as well.
Please tell me if -user is the proper spot for this, or that we should
move off to the -devel ML? thanks!

See the original email below the second line of dashes.

Preliminary answer follows here:
----------------------------------

Dear Mr. Hiroyuki,

Best advise I can give right now is subscribe to the OpenEXR mailing
lists (-user and -devel at least) at the place where it all came from:

http://www.openexr.com/mailinglist.html


I forward this question to the -- I hope appropriate -- user ML (see
web page above), as I have _no_ experience with MAYA and am using
OpenEXR for quite different purposes, so I don't know what the Maya
specific requirements are for a shader to show up and work. (I have
written a few 3dsmax bits once and there and then you even had to use
the _exact_ same compiler as they did, so your issue may be something
like that for Maya shaders/plugins, as well.)


Given my uber-n00bness regarding things Maya, the way I'd approach
this would be to verify my build setup in a somewhat round-about way:

0) Check their (= Autodesk/Maya) advice/documentation regarding the
compiler to use. Like I said, in the past, for 3dsmax, you had to
perform some additional magic when you were NOT using their 'advised'
compiler -- this has to do with both heap allocation and C++ name
mangling. Don't know if those culprits apply to Maya as well.

1) look in their SDK for MSVC projects that create .mi plugins/shaders
and check those compiler and linker settings with my own, bit for bit
and use my generic experience of what may work together and what not
(Unicode vs. MBCS, for instance, can produce some 'nice' run-time
bugs, so can different compiler/run-time library versions).

2) Grab a few .mi files that work (from my 5' look at Maya once, I
seem to recall those are renamed .dll's, right?) and get the 'depends'
tool to check their DLL dependencies compared to the DLLs produced by
my projects. When different run-time (MSVC*.DLL, ...) dll's are in
use, that may be a hint why Maya rejects your own produce.
'depends' can be had here:

http://www.dependencywalker.com/

3) ... out of ideas right there ...





Original email:
----------------------------------

---------- Forwarded message ----------
From: Okubo hiroyuki <address@hidden>
Date: Thu, Sep 18, 2008 at 7:29 AM
Subject: Question about openEXR-1.6.1
To: address@hidden


Hello. hebbut. I just found your site from google.
I am a Lighting TD at a company called RIOT in santa monica.
I am trying to compile shaders_p v.3.2 beta 9 for Maya (2008 SP1 or
Ext2) with openEXR-1.6.1.
I compiled openEXR part ,linked with shaders_p then compiled shaders_p
without any errors.
I installed dll and mi file into mentalray folder in maya folder. when
I start maya, it loads fine but
when I start to render, it pops up the following error..

// Warning: (Mayatomr.Custom) : C:/Program
Files/Autodesk/Maya2008/mentalray/include/hero.mi: couldn't find
shader library //

I even used your pre-compile OpenEXR lib from your site. but no luck.
I took the open_exr_saver shader(which involve openEXR lib) out from
Visual studio project to make sure if the linking part of openExr is
wrong, and then shaders worked fine. So I guess some setting of
openEXR in VC is something wrong. but I can't figure that out. By the
way, the precomiled shader a guy made works fine. so I am doing
something wrong.
Could you point me in the right direction when you have a chance, please?

My work environments are follow

windows Vista(x86)
Maya2008 Ext2 32bit (mental ray for Maya9.0.1)mental ray version(3.6.51.0)
Visual Studio 2005(32bit)

I also attached my Visual Studio project file.
Any help would be appreciated.
Thank you very much.


Hiroyuki
address@hidden




--
Met vriendelijke groeten / Best regards,

Ger Hobbelt

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 http://www.hebbut.net/
mail: address@hidden
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