CN111445382B - MAYA-based three-dimensional software scene resource optimization method - Google Patents

MAYA-based three-dimensional software scene resource optimization method Download PDF

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CN111445382B
CN111445382B CN202010229432.5A CN202010229432A CN111445382B CN 111445382 B CN111445382 B CN 111445382B CN 202010229432 A CN202010229432 A CN 202010229432A CN 111445382 B CN111445382 B CN 111445382B
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asset
scene
renderer
model
maya
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CN111445382A (en
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薛成章
刘斌
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Fantawild Animation Inc
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T1/00General purpose image data processing
    • G06T1/20Processor architectures; Processor configuration, e.g. pipelining
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T1/00General purpose image data processing
    • G06T1/60Memory management
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation

Abstract

The invention discloses a MAYA-based three-dimensional software scene resource optimization method, which comprises the following steps: respectively exporting a scene object model of a scene resource of the MAYA three-dimensional software project into a real model asset file, a GPU cache model asset file and a renderer agent asset file; creating all the exported asset files into an Assembly definition asset file by using an Assembly format of the MAYA three-dimensional software, and performing management operation on the Assembly definition asset file by using an asset management library of the MAYA three-dimensional software; when a final model scene needs to be made, a plurality of asset files of assembly definition are referenced from an asset management library to be assembled into the final model scene. The method improves the practicability, efficiency and usability of the animation production process by managing and quoting the optimized asset files to form each asset composition scheme.

Description

MAYA-based three-dimensional software scene resource optimization method
Technical Field
The invention relates to the field of three-dimensional film making, in particular to a MAYA-based three-dimensional software scene resource optimization method.
Background
In recent years, with the rapid development of film technology and the improvement of computer hardware, the scene of three-dimensional film production is increasingly large, and large-scene production is visible everywhere. What follows is how to effectively manage and optimize a huge number of scenes, because the larger and more complex the scene is based on the limitation of hardware configuration, the higher the difficulty of making and the higher the rendering cost are, which are the technical problems that any making company cannot evade.
There are two bottlenecks in the computer virtual scene inside the movie: firstly, making and secondly, rendering. The scene is manufactured through three-dimensional manufacturing software, all elements are combined and piled, the more the elements are, the larger the consumed memory is, the larger the display pressure of the display card is, the manufacturing jam is the most common condition, and computer errors and crashes are caused more seriously. Even if the scene is manufactured, the rendering problem can occur if the scene is too large, or the scene is rendered for tens of hours in one frame, or the renderer directly crashes and cannot render. Therefore, under the condition of the same hardware conditions, more elements and richer expressions are added to the movie scene as much as possible through a technical optimization means, and meanwhile, the rendering speed can be improved, which is the final purpose of optimization.
There are also a number of commercial software currently available for the purpose of solving such problems, such as Katana and Clarisse. Still other renderers have technical solutions to help users solve the problem of scene optimization, and because of the interoperability of technologies, the situation optimization of different renderers is almost the same, or the optimization effect is achieved by using agents instead of real models.
However, the commercial software involved in the existing scene optimization is too complicated in flow, too high in purchase and use costs, needs to spend more time learning and use software tools to realize, and needs a large number of TDs (Technical Director, technical instruction, technical support staff) to provide support technically, so that it is not a general animation company capable of using. The proxy scheme of the existing renderer can alleviate the problem of the stuck problem to a certain extent by utilizing the proxy to build the scene under the condition that the general scene is not too large, but in actual operation, no matter how the scene is arranged or the animation is produced, the model state of the proxy is required to be displayed, and the problem of the stuck problem still cannot be effectively solved.
Disclosure of Invention
Based on the problems existing in the prior art, the invention aims to provide a MAYA-based three-dimensional software scene resource optimization method, which can solve the problems that the existing scene optimization is carried out in a proxy mode, the model state of a proxy needs to be displayed, but no matter scene placement or animation production is carried out, the problem of blocking exists.
The invention aims at realizing the following technical scheme:
the embodiment of the invention provides a MAYA-based three-dimensional software scene resource optimization method, which comprises the following steps:
respectively exporting a scene object model of a scene resource of the MAYA three-dimensional software project into a real model asset file, a GPU cache model asset file and a renderer agent asset file;
creating all the exported asset files into an asset file of Assembly definition by using an Assembly format of MAYA three-dimensional software, and performing management operation on the asset file of Assembly definition through an asset management library;
when a final model scene needs to be made, a plurality of asset files of assembly definition are referenced from the asset management library to be assembled into the final model scene.
As can be seen from the technical scheme provided by the invention, the MAYA-based three-dimensional software scene resource optimization method provided by the embodiment of the invention has the beneficial effects that:
according to the method, by utilizing an Assembly node of MAYA software and a proxy node of a renderer, all models in a scene are distributed and stored in the mode of derived real model asset files, GPU cache model asset files and renderer proxy asset files, asset forms are optimized, and the assets are managed by using an asset management library to convert, reset and integrate non-asset models, so that the scene optimization purpose is achieved, the realization and maintenance cost is low, the method is rapid and convenient, and the optimization effect is very ideal. Under the same hardware configuration, the fluency of operation is several times or even tens times of that of the traditional real mode no matter the scene is put or animated.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are needed in the description of the embodiments will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present invention, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flowchart of a MAYA-based three-dimensional software scene resource optimization method provided by an embodiment of the invention;
FIG. 2 is a real model asset export flowchart of a MAYA-based three-dimensional software scene resource optimization method according to an embodiment of the present invention;
FIG. 3 is a flowchart of a GPU cache asset derivation process based on a MAYA three-dimensional software scene resource optimization method according to an embodiment of the present invention;
FIG. 4 is an Arnold proxy asset derivation flow chart of a MAYA three-dimensional software scene resource optimization method provided by an embodiment of the invention;
FIG. 5 is an Assembley asset export flowchart of the MAYA-based three-dimensional software scene resource optimization method provided by the embodiment of the invention;
FIG. 6 is a schematic diagram of an asset management library based on MAYA three-dimensional software scene resource optimization method according to an embodiment of the present invention;
fig. 7 is a schematic diagram of scene model composition based on the method for optimizing the scene resources of the MAYA three-dimensional software according to the present invention.
Detailed Description
The following description of the embodiments of the present invention will clearly and fully describe the technical solutions of the embodiments of the present invention in conjunction with the specific contents of the present invention, and it is apparent that the described embodiments are only some embodiments of the present invention, not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to fall within the scope of the invention. What is not described in detail in the embodiments of the present invention belongs to the prior art known to those skilled in the art.
Referring to fig. 1, an embodiment of the present invention provides a method for optimizing resources of a three-dimensional software scene based on MAYA, including:
respectively exporting scene object models of scene resources of a MAYA three-dimensional software project (a movie project or an animation project) into a real model asset file, a GPU cache model asset file and a renderer agent asset file;
creating all the exported asset files into an asset file of Assembly definition by using an Assembly format of MAYA three-dimensional software, and performing management operation on the asset file of Assembly definition through an asset management library;
when a final model scene needs to be made, a plurality of asset files of assembly definition are referenced from the asset management library to be assembled into the final model scene.
In the above method, the renderer agent asset file is:
any of the Arnold renderer's aiStandIn Proxy asset File, redshiftProxy Proxy asset File of Redshift renderer, proxies Proxy asset File of V-Ray renderer, and Rendr Proxy asset File of the mechanical Ray renderer.
In the method, the method leads out the scene object model of the scene resource of the MAYA three-dimensional software project into a real model asset file as follows:
after the scene object model is manufactured, exporting the selected scene object model into a real model asset file through export operation of MAYA three-dimensional software;
the scene object model includes a model and a texture map.
In the method, the method leads out the scene object model of the scene resource of the MAYA three-dimensional software project into the GPU cache model asset file as follows:
and selecting the manufactured scene object model, and operating the GPU cache export command of the MAYA three-dimensional software to conduct export operation to obtain the GPU cache model asset file.
In the method, the scene object model of the MAYA three-dimensional software scene resource is exported as a renderer agent asset file, which is as follows:
selecting a scene object model to be rendered, executing a proxy export command of a renderer of MAYA three-dimensional software to conduct export operation, and exporting the proxy export command as a proxy asset file of the renderer;
if the renderer is an Arnold renderer, the exported proxy asset file of the renderer is an aiStandIn proxy asset file;
if the renderer is a Redshift renderer, the exported proxy asset file of the renderer is a reddshiftproxy proxy asset file;
if the renderer is a V-Ray renderer, the exported proxy asset file of the renderer is a proxies proxy asset file;
if the renderer is a mechanical ray renderer, the Proxy asset file of the renderer is derived as a render Proxy asset file.
In the method, all the exported asset files are created into an asset file by using an Assembly format of the MAYA three-dimensional software, and management operation is carried out on the asset file through an asset management library as follows:
dividing an asset file of assembly definition into a temporary asset and a permanent asset, wherein the temporary asset is a non-reusable model in a scene, and the permanent asset is a model which can be reused in a current project or other projects in the scene;
the temporary assets are stored under the asset directory of the current scene;
the permanent assets are stored in a common reference asset library.
According to the method, all models in a scene are respectively exported into real model asset files, GPU cache model asset files and renderer agent asset file optimizing asset forms by using an Assembly node of MAYA software and an agent node of a renderer, and are stored and distributed in an asset management library mode, and non-asset models are converted, reset and integrated by using the asset management library, so that the scene optimization purpose is achieved, the realization and maintenance cost is low, and the method is rapid and convenient, and the optimization effect is quite ideal. Under the same hardware configuration, the fluency of operation is several times or even tens times of that of the traditional real mode no matter the scene is put or animated.
Embodiments of the present invention are described in detail below.
The optimization method is a method for achieving the purpose of resource optimization by making optimized assets and utilizing an asset management library to switch GPU models, proxy models and actual models based on a GPU acceleration technology. The whole flow of the method is as follows: firstly, respectively exporting a scene object model in a scene resource into a real model file, a GPU model file and an aiStandIn proxy file, then creating the asset files into an asset definition file by using an asset format, and finally performing management operation on the asset definition file through an asset management library. The asset management library is used to call or switch asset types when making scenes or animations. (since scene production requires rendering to view scene effects at assembly time, it is necessary to switch back between GPU and proxy types).
Referring to fig. 1, the steps of the process flow are specifically as follows:
1) Real mold asset (i.e., model): the real model asset is a basic model of the optimized asset, comprises basic elements such as a model and a material map, and can obtain a real model asset file corresponding to a scene model by selecting model operation export operation after the scene object model (comprising one or more props) is manufactured, see fig. 2;
2) GPU Cache model asset (i.e., GPU Cache): aiming at the manufacturing difficulty of the virtual scene of the large-scale computer, the GPU caching scheme is selected and utilized to solve the problem of stuck; whether a scene operation is stuck depends largely on the number of points, faces and edges of the scene model; if the dotted line of the model is too many, the model will be blocked, and it is difficult to move the lens or perform other operations. If the GPU cache model is changed into, the situation can be greatly improved; the GPU cache model adopts a cache mode, the model does not have a real dotted line surface, the display speed is high, the model is almost the same as the high model of the original object, and a scene producer can realize smooth scene setting or animation production in a state close to the high model due to the high-speed development of display card hardware; selecting a scene object model, and running a GPU cache export command to conduct export operation to obtain a GPU cache model asset file corresponding to the scene object model, see FIG. 3;
3) Arnold proxy asset (i.e., aiStandIn asset File): for the aspect of large scene rendering optimization, the invention selects the aiStandIn agent of the Arnold renderer; the method has the advantages that the agent file is high in integration level and small in file, the rendering speed is superior to that of other similar agent nodes, a producer does not need to care about scene problems for later lamplight layered production, the display state can be switched to a square for lamplight production, and the method has the advantages of simultaneously solving the problem of blocking and rendering optimization. Selecting a scene object model, and executing an Arnold proxy export command to conduct export operation to obtain an Arnold proxy asset file corresponding to the scene object model, see FIG. 4;
4) An AssembleDeform asset (i.e., assembley asset File): asset analysis (AD asset for short) can be classified into temporary asset and permanent asset. Temporary assets are mainly non-repeated utilization models in scenes, such as ground, mountain or models with obvious project properties, and the like, are generally only suitable for the scenes appointed by the current projects, are AD assets composed of GPU cache models and real mode assets, are stored under the asset directory of the current scenes, are switched to the GPU cache models during manufacturing, and are switched to actual models during final rendering; the permanent assets are assets in the scene which can be reused in the movie project or other projects, such as trees, flowers and plants, houses and the like, and an Assembly asset file consisting of a GPU cache model, a real model asset and an Arnod proxy asset is stored in a public reference asset library; switching to a GPU cache model during scene animation production, and switching to an aiStandIn model during final rendering; creating definition nodes of Assembly during production, loading the generated real Model asset files (Model files), GPU Cache Model asset files (GPU Cache files) and aiStandIn proxy asset files (aiStandIn asset files), and finally exporting the Model asset files (AD asset files) as Assembly definition asset files, see FIG. 5;
5) Asset management Library (i.e., assets Library): after the generation of the optimized asset is finished, the asset needs to be quoted and managed, so the core is the realization of the function of the library; the user can conveniently search and select the optimized asset property in the asset management library through the asset management library index interface and import the optimized asset property into the scene file for use; meanwhile, the asset property which is imported into the scene can be switched, selected and the like through the asset management library, and the method is shown in fig. 6;
6) Final scene model (i.e., scenes): the final model scene is assembled by a plurality of Assembly assets, and the display speed is greatly improved as the scene can be switched into the GPU cache model for display, see fig. 7.
The method of the invention has at least the following beneficial effects:
1) The flow is simple and the cost is low: the optimization effect can be well realized by simple technical maintenance, and common animation production companies can also use the method.
2) The method has the advantages of optimizing scenes, simultaneously having asset management function and having certain efficiency function advantage in scene manufacture.
The method of the invention manages and quotes the asset files based on final optimization in each asset composition scheme, thereby improving the practicability, efficiency and usability of the animation production process.
The foregoing is only a preferred embodiment of the present invention, but the scope of the present invention is not limited thereto, and any changes or substitutions easily contemplated by those skilled in the art within the scope of the present invention should be included in the scope of the present invention. Therefore, the protection scope of the present invention should be subject to the protection scope of the claims.

Claims (5)

1. A MAYA-based three-dimensional software scene resource optimization method is characterized by comprising the following steps:
respectively exporting a scene object model of a scene resource of the MAYA three-dimensional software project into a real model asset file, a GPU cache model asset file and a renderer agent asset file;
creating all the exported asset files into an asset file of Assembly definition by using an Assembly format of MAYA three-dimensional software, and performing management operation on the asset file of Assembly definition through an asset management library;
dividing an asset file of assembly definition into a temporary asset and a permanent asset, wherein the temporary asset is a non-reusable model in a scene, and the permanent asset is a model which can be reused in a current project or other projects in the scene;
the temporary assets are stored under the asset directory of the current scene;
the permanent assets are stored in a public reference asset library;
when a final model scene needs to be made, a plurality of asset files of assembly definition are referenced from the asset management library to be assembled into the final model scene.
2. The method of optimizing a MAYA-based three-dimensional software scene resources of claim 1, wherein in the method, the renderer agent asset file is:
any of the Arnold renderer's aiStandIn Proxy asset File, redshiftProxy Proxy asset File of Redshift renderer, proxies Proxy asset File of V-Ray renderer, and Rendr Proxy asset File of the mechanical Ray renderer.
3. The method for optimizing scene resources of three-dimensional software based on MAYA according to claim 1 or 2, wherein the method is characterized in that the deriving of scene object model of scene resources of three-dimensional software project of MAYA into real model asset file is:
after the scene object model is manufactured, exporting the selected scene object model into a real model asset file through export operation of MAYA three-dimensional software;
the scene object model includes a model and a texture map.
4. The method for optimizing scene resources of three-dimensional software based on MAYA according to claim 1 or 2, wherein in the method, the deriving of the scene object model of the scene resources of the three-dimensional software project of MAYA into the GPU cache model asset file is:
and selecting the manufactured scene object model, and operating the GPU cache export command of the MAYA three-dimensional software to conduct export operation to obtain the GPU cache model asset file.
5. The method of optimizing a MAYA-based three-dimensional software scene asset according to claim 1, wherein in the method, deriving a scene object model of the MAYA three-dimensional software scene asset as a renderer agent asset file is:
selecting a scene object model to be rendered, executing a proxy export command of a renderer of MAYA three-dimensional software to conduct export operation, and exporting the proxy export command as a proxy asset file of the renderer;
if the renderer is an Arnold renderer, the exported proxy asset file of the renderer is an aiStandIn proxy asset file;
if the renderer is a Redshift renderer, the exported proxy asset file of the renderer is a reddshiftproxy proxy asset file;
if the renderer is a V-Ray renderer, the exported proxy asset file of the renderer is a proxies proxy asset file;
if the renderer is a mechanical ray renderer, the Proxy asset file of the renderer is derived as a render Proxy asset file.
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