Author Topic: Daily Builds 1.5  (Read 113608 times)

2016-06-27, 11:21:20
Reply #60

alexyork

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1.5 2016_06_20 daily bug, possibly...

Sent a job off to Backburner using this daily build, set to render 500 passes (or 10 hrs). It gets to 195 passes then the next pass is listed as Pass 19, which then times out and the job restarts.



I am 100% positive that Timeouts in BB are disabled in the Advance dialog when submitting a network job. I've had no time-out issues at all prior to this.

It's also worth mentioning that this was 1 of 10 jobs submitted over the weekend, and this was the only daily build 1.5 job. All others were on a daily 1.4 or stable 1.4 and they all finished fine. This one went round and round restarting again and again getting to 195 passes then timing out.

Is this a 1.5 daily bug maybe?

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2016-06-27, 12:22:26
Reply #61

Frood

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I am 100% positive that Timeouts in BB are disabled in the Advance dialog when submitting a network job.

This looks like the standard issue with BB and timeout(s). If you don´t set a manual timeout (means uncheck "Enable" in "Per job Timeouts" in "Advanced Settings" while submitting), you get your default timeout value of 600 min./10h.

Let me guess: Time since submission was exact 600 minutes as the job was restarted? And the (finishing) 1.4 jobs rendered not more than 10h?

Also see:

https://forum.corona-renderer.com/index.php/topic,11450.0.html
(similar topic in the second half)

Good Luck


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2016-06-27, 12:27:21
Reply #62

alexyork

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This is infuriating... you are correct, it has timed out at 10 hrs. It seems the issue is as you wrote on that thread - you can't disable time-outs, you must enable them and set to something massive. How bloody stupid.

Live and learn!!

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2016-06-27, 13:26:31
Reply #63

Juraj

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There needs to be guide with "All the things you need to do in order to successfully use BB". I really can't be bothered to use the more complicated alternatives (Refamo, Deadline, Shotgun,...)
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2016-06-27, 14:58:33
Reply #64

maru

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There needs to be guide with "All the things you need to do in order to successfully use BB". I really can't be bothered to use the more complicated alternatives (Refamo, Deadline, Shotgun,...)
Guide by whom? Autodesk?
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2016-06-27, 15:08:09
Reply #65

Juraj

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That would be rather ironic if they posted guide instead of just fixing it ;- ). How the hell is one supposed to come across the timeout issue to begin with ?

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2016-06-27, 15:36:34
Reply #66

maru

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How the hell is one supposed to come across the timeout issue to begin with ?
That's why I asked who should write the guide. ;)
Marcin Miodek | chaos-corona.com
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2016-06-27, 16:06:44
Reply #67

alexyork

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Some kind of official Corona "Idiot Sheet" would be handy.
Alex York
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2016-06-27, 20:09:42
Reply #68

Juraj

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Quote
GGX glossiness mapping is now same as in other renderers. Reflection now allows to create much more diffuse materials. Old scenes are automatically remapped (except for textured glossiness).

I am on this :- D !
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2016-06-27, 20:17:42
Reply #69

racoonart

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GGX glossiness mapping is now same as in other renderers. Reflection now allows to create much more diffuse materials. Old scenes are automatically remapped (except for textured glossiness).

Smells like a corona converter update is going to happen :)  I'll also add a "remove glossiness conversion map" button for already converted scenes (those button names get longer and longer for some reason...)
Any sufficiently advanced bug is indistinguishable from a feature.

2016-06-27, 21:19:27
Reply #70

dubcat

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Can't see any changes when it comes to "diffuse" look :(

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2016-06-27, 23:29:38
Reply #71

Ondra

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what is the "other"? We do albedo normalization so decreasing glossiness does not make the material darker. I tried vray and it seems to be doing the same thing
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2016-06-28, 00:35:07
Reply #72

Juraj

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I don't think he refers to albedo, but the overall specularity.

What are those mats ? And what is the other :- )
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2016-06-28, 00:43:54
Reply #73

snakebox

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Quote
GGX glossiness mapping is now same as in other renderers. Reflection now allows to create much more diffuse materials. Old scenes are automatically remapped (except for textured glossiness).

Smells like a corona converter update is going to happen :)  I'll also add a "remove glossiness conversion map" button for already converted scenes (those button names get longer and longer for some reason...)

this sounds very interesting.  It's currently surprisingly hard to make dark materials so hopefully this makes it easier.

2016-06-28, 03:32:43
Reply #74

dubcat

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"Other" was VRay 3.40.02, here are some more comparisons.













« Last Edit: 2016-06-28, 04:03:41 by dubcat »
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