GetAllTextures() only for current frame?
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Hi,
is it correct and intended that
GetAllTextures()
only delivers the assets used in the currently active frame?I tested this by setting up a VDB Loader with a sequence of VDBs, resulting in 'GetAllTextures()' delivering only one VDB at a time.
So if one wanted to determine all assets, one would need to go through all frames (what ever that means, taking into account that a user can very well store information in frames outside of the project range) or try to manually identify sequences of files (with the possible drawback of including frames of the sequence which aren't actually in use by the scene)?
Cheers
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Additional info:
I learned from @m_magalhaes in this thread about new flags forGetAllTextures()
and alsoGetAllTexturesNew()
. So you can ignore this question and regard it as solved.
Unfortunately I need solutions down to R17 and those flags have not been available back then. Nevertheless, sorry, I didn't check the later docs before asking.Sorry for all the confusion: On GetAllTextures() the docs say, flags are available beginning R20. On the other hands some specific flags would be available already in R17? And it looks as if without any flags, I would not only get the assets of the current frame. Yet, that's what I experienced in my test case with a VDB sequence...
Anyway do not spend too much time on this, it won't help me much anyway.
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Hello Andreas,
thank you for reaching out to us. This thread has not been overlooked by us, I just had not the time to tackle it yesterday. I ran myself into the problem you ran into, when trying to retrieve the textures for a scene where the textures had multiple "states" via
GetAllTextures()
. If I remember correctly, my brutish approach then was to step over the document, executing all passes on each frame and then to retrieve the texture state for each frame. Which then will turn a bit into a data structure/similarity problem when you want to group your textures into nice packages.Since this seems to be solved for you, I will also not put some time into tomorrow or in this week. But I will have a look next week if we need to clarify the documentation on said functions. If there is any phrasing or lack of information that you found especially misleading, we would be grateful if you would let us know.
Cheers,
Ferdinand -
Given my own blind spots on flags and GetAllTexturesNew() I was actually quite glad, you hadn't had the time to look into it. Unfortunately I was obviously too late to stop you from investing time nevertheless... Sorry.
Which then will turn a bit into a data structure/similarity problem when you want to group your textures into nice packages.
Yeah, this, plus my concerns below.Regarding running over the project's frame range: Especially character animators seem to have a habit of storing information outside the project's frame range. That's where I'm afraid to loose information. Or I would need to establish additional means to figure out such frames. I doubt document's
GetMin/MaxTime()
help here. So it would be iterating over all tracks in a document I guess.And you are right, you shouldn't spend additional time on this. Given the result of my other current thread, everything in this thread really is the least of my problems.
Somehow I have a "Händchen" (I guess, one would save, I have a knack for) for maneuvering myself in these situations...