HoloEdit 2022.1.1 Release Notes¶
Asynchronous Fetching For Job Results¶
In previous versions of HoloEdit, when completed job operations were fetched from the cloud it would spawn a popup which blocked the application. At scale this could cause the application to be locked for extended periods of time, and we understood that this was unacceptable. Now when fetching job results, the process will occur in the background and allow you to continue using HoloEdit freely. This change should substantially increase the overall usability of HoloEdit when working on large-scale jobs.
New HoloSuite Player Unity Package¶
The HoloSuitePlayer Unity package is a replacement for the OMS Player plugin previously included with HoloEdit. This new package is more efficient and features a number of improvements and simplifications for the user including multiple import methods, a visual preview of a loaded OMS file, simplified rigging process and more. On top of these improvements, HoloSuite Player Unity also brings support for Shader Graph to OMS playback. It requires at least Unity 2019 and can be imported using the Package Manager. Please see the HoloSuite Player Unity documentation for additional information and installation instructions.
HoloEdit Stability Enhancements¶
Numerous fixes and refactors have been made to increase the overall stability of HoloEdit during normal work. These include:
Fixed possible bad pointer exception causing a crash during job submission
Improved application response during the job submission process when working with a large volume of data (thousands of frames)
Improved application stability by reducing the number of autosave attempts during fetching of large job results
HoloEdit can now open even if there is no system audio device detected
Cloud Compute Job Stability Enhancements¶
Numeorus fixes and refactors have been made to increase the overall reliability of the HoloEdit cloud compute servers. These include:
Addressed a situation which generated an incorrect dependency graph for certain multi-stage jobs
Fixed a dependency graph issue which would not properly factor in multiple load asset stages
Fixed a dependency graph issue where the graph would not update as a job was processed
Fixed possible edge case allowing for the creation of immediately orphaned jobs
Fixed a rare sequence of events which could allow assets to be uploaded for a job, but would not then spawn the job
Added enforcement for job result fetching so that stages are fetched in order (this alleviates data being marked dirty when it was not)
Fixed possibilty for jobs to complete and finish but display as “failed” in the job viewer
Overall improved error handling
Increased Consistency of the Clean Mesh Stage Parameter: “Remove All But Largest Component”¶
It was discovered that using this option in conjunction with certain other options of the Clean Mesh stage would result in the returned mesh having one of several undesirable constructions, all of which would be useless as starting points to process data. These issues have been fixed and the option can now be used freely without fear of generating broken meshes.
Increased Consistency of Click and Drag Operations¶
Previously when clicking and dragging on a draggable object its position/hitbox were dependent on the direction it was initially dragged. This has been adjusted so that a draggable object is now always in the same position with respect to the cursor.
Fixed Delete Clip Tasks Not Clearing From Task Viewer¶
Exactly as it sounds - the task generated by deleting a clip would remain in the task viewer until the applicaiton was closed. It will now properly clear when using the clear completed tasks button.
Fixed HoloEdit Crash When Referencing Deleted Clips¶
This was a previously recorded known issue which has been resolved: Clips can now be deleted freely.
Running the Manage Workspace Disk Cleanup Tool While Any Saved Composition Has Available Job Results Will Cause HoloEdit to Crash¶
If you submitted a job for processing and then saved your composition and closed HoloEdit or opened another compostion, the results for that job won’t be fetched until you open the composition again. If you run the disk cleanup tool before opening the composition and saving the downloaded job result, HoloEdit will crash while trying to review the assets in the saved composition. Odds are pretty good you won’t do this, but the easiest way to avoid it anyway is to only run the utility after you’ve finished downloading any outstanding jobs you had running.
Using Texture Reconstruction And Texture Transfer In A Single Job Returns Bad Results¶
An issue was discovered with our work-unit dependency calculation which results in a particular set of inputs and outputs being incorrectly handled for the order they should be processed by the server. Dependencies are calculated for complex jobs with numerous stages submitted for processing at once, thus this case the workaround is to ensure you don’t process both of these stages in one job.
UV Generation Does Not Reserve Space For Frame Encoding¶
If a mesh’s UV map contains islands that are too close to the bottom-right of the UV space, it is possible that the frame encoding will overwrite texture space within the island, and thus produce small black and white spots during playback. This issue can occur with source volumetric assets as well and not only our generated UV sets. A fix is planned for this which should address all instances of this problem.
Unreal VR Builds Cannot Load Multiple Clips At The Same Time¶
When more than a single OMS Player is loaded at once, there is a high probability that they will not play correctly. This issue seems far less common in Unreal 4.25, and manifests differently in 4.26 and 4.27, and this is actually observable using our included VR DemoRoom map.
We’re working to optimize the plugin and will release a patch once this playback problem is solved. Until then, it is strongly recommended you only use a single OMS player at a time in your VR experience.
Rare SSDR Job Failure In Short Segments¶
There is a rare situation where the SSDR processor can fail on segments that are 2-frames in length. Re-running the job will not change the result as the cause - while unidentified - is known to be an attribute of the inputs. Please understand that this issue is not critical, because SSDR requires at least three frames in a segment before it offers a compression savings. As such, while frustrating that these job failures are occurring, they do not negatively impact your final clip. All the same, we appreciate the stress and inconvenience that running into this issue can cause, and will fix it.
Windows 11 Update Invalidates Held License¶
This issue is the result of the Windows update causing the computer to look like a different one than the license is currently assigned to. Licenses are automatically released after 24 hours, at which point the licenese can be re-acquired and everything will work fine again. Unfortunately to perform this action any sooner requires contacting our support team.
It is recommended that you release your HoloEdit license before updating to Windows 11 as this will sidestep the issue entirely.
Windows 11 Local Job Server additional warnings¶
On Windows 11 when running the local job server, the log will constantly return
failed to get access token and
failed to get compute time along with another two lines which reference “payment”. Using the local job server does not consume compute time - you can still run jobs and it will not eat into your compute time balance. This notification is effectively harmless and you are still able to run jobs on the local server.
Sign-out > Sign-in Required for Streaming-Type Exports When Using Local Server¶
Due to an issue where the account compute balance is not fetched if HoloEdit is started with the local job server active, Streaming-type exports cannot be initiated until the user account is signed-out and signed-in again, or the application is restarted with the Remote job server active.
Mesh Capture Tool First MVE Camera Capture Error¶
Unfortunately due to a timing issue with shader compilation in Unity 2019, the first MVE camera capture takes place before the model is correctly textured. This will be addressed in another version, however for now a workaround does exist within Unity:
Open the Mesh Capture Tool project
Edit > Project Settings > Editor
Scroll to the bottom and find the Shader Compilation section
Disable Asynchronous Shader Compilation
Web Player Texture Size Limitation (1440x1440)¶
The streaming content using the web player, textures larger than 1440 are not supported. Thus you cannot play quality profiles that use higher resolution textures. If a streaming clip contains no quality profiles with textures 1440 or lower then playback will be impossible and it will appear as though the clip is broken.
Please note this does not affect playback when streaming using the Unity player.
Large-Scale Clips Generating Bad Skeletons and SSDR Results¶
A “large-scaled volumetric clip” can be identified using the grid visible in HoloEdit:
Where each grid block represents one square meter of space, a “standard-sized” model would visibly fit within one square when upright. If your model is significantly larger than this (100x or more) the Generate Skeleton process will likely produce no visible result, and SSDR is likely to encounter precision errors resulting in bad visual noise during playback.
You can work around this by re-sizing your meshes within HoloEdit and then using File > Export Composition to export the meshes, then reimport them as a new clip that will use the correct scale.
Local Job Server Conflict When Already Running Node.js¶
The local job server uses Node.js to connect with HoloEdit for receiving jobs. Unfortunately this can conflict with an existing instance of Node.js you may be running for your own processes. At the moment there is no work around for this - either Node.js has to be uninstalled from the machine before you run the local job server first time setup, or you cannot use the local job server.
We apologize for the inconvenience at this time, and a fix will be available in a later release.
Compare View Mode Poorly Handles There Only Being Visible Data On One Stage¶
There are several display bugs tied to this case, however as you would typically be using Compare to review processed data with its source or an earlier stage, this is an outlier behaviour and you likely will not encounter it.
OMS Header Corrupt in Files Using SSDR and Retargeting Exported Before HoloSuite 2021.2.0¶
Most tools do not actively use this information, so it is unlikely to have previously caused any issues. However if an OMS with dynamic retargeting was previously working and suddenly develops a problem, this is likley the culprit.
The good news is that fixing this only requires you to import the OMS into HoloEdit, and then re-export it. The header will be regenerated and correctly exported from versions 2021.2.0 and newer.