For the most up-to-date version of the FAQ's, please refer to
the Cinema Graphics website. Often we
will update the website with common questions about a new release
after it has gone out.
If your problem isn't in list below, contact us via email
5.0.0 - INSTALLATION PROBLEMS
A good place to start is loading some examples, and
rendering some images.
-
Enter the software, hit 'File->Open', and bring up:
C:\shadetree\mray\examples\env_chromy.str # Mental Ray
-
When you hit Render, you should see a window come up
with a chrome ball, and a reflection in it.
Your sysadmin may have installed the software somewhere other
than C:\ShadeTree. If so, look at your STREE_DIR env variable, and
use that instead of C:\ShadeTree in the above example.
Loading '.str' Files
'File->Open' from the main menu bar will load your interface layouts.
Loading Shader Source
You don't load shader source. The only way ShadeTree can use
shader source code is when you create your own boxes; you put
the source code in the box definition. To make your own boxes,
please refer to the section CUSTOM BOXES in the
Operation Box Description page.
Saving the Desk
'File->Save' or 'File->Save As' from the main menu bar will
save '.str' files that are ascii files that save the interface
layout.
Saving Shader Source
'File->Export->Shader Source' from the main menu bar will save
shader source files (mray: .cpp files).
Saving Compiled Shaders
To save compiled shader files (mray: .dll files),
use 'File->Export->Compiled Shader' File from the main menu bar.
Yes, by just hitting F7. Or, hitting 'File->Export All' from the main
menu.
This lets you save out all the different file types; shader source,
compiled shader, render interface, etc., even run a custom script
after all the files have saved out.
The 'File->Export Options' menu lets you set the individual filenames
for where each file is saved.
See also:
Exporting All Shader Files and
ShadeTree Definitions.
Yes. In the main menu bar, choose 'Help->Shader Help'.
This opens a window that contains help documentation for the
shader you currently have loaded. Most of the example shaders
have help documentation. At some point they all will, time permitting.
You can enter text in this window when writing your own shaders..
Yes. Just change the text in the 'Help->Shader Help' window, and
the next time you 'File->Save' your shader, the help you entered
will be saved with it.
Try to follow the format shown in the template (when you hit
'File->New') or follow the format of the docs that comes with
the examples.
Check for problems:
- Are there any 'dotted connecting lines'?
- Are you forgetting an output variable?
- Do you have any boxes whose outputs don't go anywhere?
Dotted lines indicate you are connecting buttons that are not
'casted' correctly (connecting a color to a point, for instance).
If you have a dotted line, right mouse on the button at either
end of the dotted connection, and enter the 'Casts' sub menu,
to see if you can change the cast to something that matches
the other end of the connection.
If the error message in the text window is telling you what
line number the error is in, then hit 'View Shader Source' in the
RENDER menu (or hit the F9 key) and go to that line in the file;
a few lines up there will be a comment that indicates which
'box' is generating the error, which may help you track the
problem down.
Usually, this means your render's environment isn't setup correctly.
These are problems your sysadmin may have to help you with.
Please see the section under SYSADMIN/SETUP GOTCHYAS for advice.
See the shader tutorials for common problems.
If you see 'cracks' or 'low resolution' artifacts, make sure
your sampling rates (mray) and parametric approximation (mray)
are set correctly in the 'Render->Render Options' (or 'F2').
-
Custom Render Scripts.
In the Render Options Editor (in the Render menu of 'F2'),
hit 'CUSTOM' to invoke your own custom render script.
Please refer to
Custom Render Scripts
for in depth information.
There are also several examples of custom render scripts in:
$STREE_DIR\mray\bin\custom*
-
Your animation software.
Using your own animation software is the best way to render
your scene, or tweak animation curves, or manipulate your database
so you can zoom in on particular objects to check the shader.
Yes, well, there's nothing to make that go any quicker.
However, you can make use of the FREEZE button (above the slider
area). When FREEZE is enabled, you can select boxes without having
sliders appear and disappear.
Yes, those routing lines are odd.. It's a matter of layout technique
to understand what they're doing, and to see how they are working for you.
Boxes have a region next to their buttons where it needs space to
create routes. Even if no lines exist their (yet), it reserves the
space for them, so that when the lines are added, there is space
for them to connect. It sort of forces the user to plan ahead of
time, rather than have all the lines reroute, and do weirder stuff.
These examples graphically show these avoid regions; the more buttons
on the box, the larger the region. These are areas where you don't
want other boxes to be in, so that there's room for the lines to route
up and down:
________________
________________ |________________|
|________________| :::::| | | |
:::::| | | | :::::|___| | |
:::::|___| | | :::::::::| | | |
:::::::::| | | | :::::::::|___| | |
:::::::::|___| | | :::::::::::::| | | |
:::::::::| | | | :::::::::::::|___| | |
:::::::::|___| | | :::::::::::::::::| | | |
:::::| | | | :::::::::::::::::|___| | |
:::::|___|________|___| :::::::::::::::::| | | |
:::::::::::::::::|___| | |
:::::::::::::| | | |
:::::::::::::|___| | |
:::::::::| | | |
:::::::::|___| | |
:::::| | | |
:::::|___|________|___|
Basically, it runs a script called:
$STREE_DIR\mray\bin\renderit
See Custom Render Scripts
for more information.
You create a custom render script. Follow examples in:
$STREE_DIR\mray\bin\custom-render
$STREE_DIR\mray\bin\custom-render-simple
$STREE_DIR\mray\bin\custom-render-animate
Also, see Custom Render Scripts
for more in depth information.
STREE_SFRM - start frame
STREE_EFRM - end frame
STREE_IFRM - frame increment
An example of a custom render script that uses these variables
is shown in:
$STREE_DIR\mray\bin\cusom-render-animate
See Custom Render Scripts
for more information.
Cinema Graphics is releasing the pattern functions as a library
only; the source for patterns is not being made available.
However, if you really feel strongly about it, leave us a message,
and we may be able to accomodate you, under certain circumstances.
ShadeTree uses a special variable that allows you to specify how to
invoke your editor in the foreground, without changing your EDITOR
variable.
This variable is called STREE_EDITORCMD, and is usually unset unless
you have particular needs. See the next question for serious hacking
to make your favorite editor work.
See the faq for your renderer (A HREF="./faq-mray.html">mray).
These are problems with just getting the software interface up and
running properly.
-
Is the 'cinema_graphics_eld' service running? Check by launching:
'Start->Settings->Control Panel->Cinema Graphics ElanLM'
-
Check the settings on the program from the previous step. Their values
should match the following:
Name |
Setting |
Key Directory |
$STREE_DIR\etc\elm\keys |
Log File Name |
$STREE_DIR\etc\elm\log.txt |
-
Check the log file for errors by opening:
$STREE_DIR\etc\elm\log.txt
-
Does the key directory contain *.lic files?
If not, you may not have properly keyed the software. See the
install documentation for keying
instructions.
-
Is your machine or license server machine using Dialup Networking
or dynamically assigned IP addresses?
If either is using Dialup Networking, your server code should have been
generated when it was not in use. You may need to quit Dialup Networking
to start ShadeTree. See the
install documentation for
instructions.
If you are using redundant (multiple) license servers on your subnetted
network, be aware the Elan license manager uses broadcasting for the
servers to locate one another, and for ShadeTree to locate the servers.
You can use the STREE_ELMHOST environment variable to tell ShadeTree
which hosts are running the license manager daemon:
Environment Variable |
Value |
STREE_ELMHOST |
"atlantis,hercules,iris4" |
To get the redundant license managers to see each other, either try
to locate them all on your backbone, or enable broadcast routing.
It means C:\temp is not a valid path. Try 'cd C:\temp'. If that
doesn't work, someone has removed that directory.
When ShadeTree is invoked, it creates a temporary work directory
called C:\temp\stree.###, where ### is the PID of the executable.
You can tell ShadeTree to use a directory other than C:\temp by
changing the STREE_TMPDIR environment variable.
The examples are normally in:
C:\ShadeTree\mray\examples # MENTAL RAY
Enter 'File->Open' from the main menu, and point the file browser
at that directory.
If the directory isn't there, the software was probably installed
somewhere other than C:\ShadeTree. To find it, try:
echo %STREE_DIR%
to see where your sysadmin might have put the distribution, then look
for a directory called 'mray\examples'.
Check your text window for errors.
It probably isn't able to invoke the renderer. ShadeTree assumes your
environment is already setup correctly to access the RenderMan
(or mental ray) renderer.
If you encounter errors in this document, please email
[email protected] with
the URL, and enclose an example of the erroneous text, and what you
feel to be the corrections, if possible.
Copyright (c) 1996-1998 Cinema Graphics Inc. All Rights reserved.