[Sidefx-houdini-list] render farms, pipelines and file systems

Andrew D Lyons tstexture at gmail.com
Mon Jan 12 11:02:58 EST 2009

Exciting stuff! Looking forward to the release...

2009/1/12 Moritz Moeller <realritz at virtualritz.com>:
> Paolo Berto wrote:
>> in 3Delight RenderMan you can rely on the "network cache" for
>> textures, maps and archives.
>> All the details are here:
>>      http://www.3delight.com/en/uploads/docs/3delight/3delight_55.html
> During my last job at a big facility in London, I wrote a cache lib that
> replicates the 3Delight network cache's behavior with some extras (e.g.
> # of retries). This also was exposed as a shadeop DSO in PRMan. The call
> is totally transparent to the user.
> e.g.:
>   color foo = texture(cacheFile(textureName));
> Since I wrote this in my spare time, the code is mine and I plan to make
> it OSS as soon as I find the time to look over the code again and clean
> it up a bit.
> The lib is thread-safe and the DSO is a new RSL plugin operating on
> grids. So any tests are just done once per grid and if one uses
> class-based shaders, it can be limited to once per shader instance.
> I think it would be /very/ easy to port this to a VEX shadeop.
> Also comes with a scripting binding (tested with Python) via SWIG.
> If anyone's interested to use this b4 I find the time, I'm happy to
> throw a source archive your way. The lib should compile on any platform
> where boost is available. It uses boost::filesystem, so it should even
> work with weird windoze paths[tm].
> Beers,
> Moritz
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Andrew D Lyons | Digital Artist | http://www.tstex.com

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