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Messages - jamieirvin

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16
With regards to region rendering, was it a conscious decision to have the region to disappear at the start of each render?  I found it really useful previously when the region(s) remained in place between renders and would only be removed when unchecked.

I notice it changed in V3.  I regularly start/stop IR and it's frustrating to have to keep redrawing the same region. Unless I'm missing a trick here?


17
Hi guys,

In V4 RC2 the new 'Green-Magenta tint' in the VFB post effects only works when the camera is moved / altered once a value has been input. 

Just a heads-up

18
Hi guys,

I have just updated to the latest daily build and Team Render stopped behaving. 

Since we started using the V4 dailies we have seen machines drop off the Team Render list randomly.  The console on said machines display the error: "TR clients disconnects -
Frame synchronization failed: Communication Error"

It was suggested on another thread to use 'Arbitrated (experimental)' Team Render setting.  This solved the issue with the nodes dropping.  However, it created a new issue.  We then found that about 40% of the machines (all identical) wouldn't STOP rendering and their render client required restarting every time.   With each render teat it would be different machines that would 'stick'.

This is when I decided to install the latest daily. After doing so team Render (Arbitrated mode) no longer works at all.  The render clients' console says they are picking up the job and rendering passes but there is no output on the local machine's picture viewer and it displays the following:  "Team Rendering pass 0/0 on 0 nodes. 

So now I am a bit stuck and considering rolling back to V3 as Team Render was considerably more stable then.

Anyone else had similar?

NB:  All machines are MacOS 10.13.6 running C4D R20.

19
Baaaaaaa sorry. 

I didn't see there was a hotfix 2.  Just installed and seems to have fixed the issue. 

Thanks chaps.

One note on the HF2 installation.  We received LUT errors on all 6 machines reporting broken / missing LUTs so I used the LUT package from HF1 and that's fixed the issue.


20
Hi guys,

We are using Renderer 3 HF 1 and the old bloom and glare bug has reared its head again.  However, seemingly only when I render around 6k or above... The bloom and glare pass renders black and therefore the final render is black.  Other multipass layers are unaffected. 

I have also just started getting NANs is some recent work.  But that doesn't seem to have a particular pattern.  Sometimes they occur, sometimes not.

Is this a common problem and will this have been addressed in the current daily build?

I haven't tested the latest daily builds yet due to a string of deadlines. 

Thanks


(R3 HF1 - C4D R19 - OSX 10.13.2 - 64GB RAM)

21
Getting the same issue here.   Similar setup, all MacOS machines.  5 workstations and 10 slaves.

Would be good to get some insight in to why this is happening.

22
[C4D] Bug Reporting / Re: IR Not Stable on Mac
« on: 2019-02-06, 19:02:10 »
I'm finding it very stable on Mac OS.  I've had very few crashes, especially with IR and we are rendering some huge, complex scenes.  How much RAM are you running?

23
[C4D] Bug Reporting / Re: Virtual Beauty Pass
« on: 2019-02-05, 16:03:50 »
I have attached a small test showing a sample scene. 

The left half was rendered locally and shows the resulting Virtual Beauty Pass @ 0.6 (NB it looks identical to the beauty pass)

The right half of the image was rendered using Team render on 3 nodes.  All settings are identical to the version rendered locally.

Although the difference at this resolution isn't enormous, you can clearly see that the denoising isn't working when using Team Render. It's more profound when rendering internals as there's usually quite a heavy amount of denoising required.

24
[C4D] Bug Reporting / Virtual Beauty Pass
« on: 2019-02-05, 15:48:36 »
I'm finding that the Virtual Beauty pass doesn't work when using Team Render.  It renders out but looks no different the the beauty pass.  Whereas, when rendering locally, the Virtual Beauty Pass has significant de-noising applied.  I have tested on 0.6 & 0.8 values.

I'm trying to establish whether the denosing isn't working properly or if it is just the Virtual Beauty Pass that isn't right.

25
[C4D] Bug Reporting / Re: Team Render & Server issues
« on: 2019-02-05, 15:43:54 »
Update:

We've not yet fixed this but have discovered one render client crashes when receiving an incoming job.  So we turned that one off...

26
[C4D] Bug Reporting / Team Render & Server issues
« on: 2019-02-01, 11:16:20 »
Hi,

We are suffering some serious network issues and I am trying to get to the root of the cause.  We currently have Corona licensed to 5 machines with 8 machines running the client.  We are on macOS exclusively and have been testing team render for the last couple of weeks.  This week we have seen an issue with Team Render crashing and kicking machines off the server.  It results in the whole office shutting down and requiring a restart.

The one consistency is it seems to happen when the Team Render Client is running on local machines or Team Render Server is launched on the Server machine. 

My thought is that it could be an IP issue as I believe we have a floating IP rather than static.   

Has anyone seen this before?

27
I'll create a test scene and upload when I get a minute. 

We only use Macs.  They're all pretty much identical too. 

28
Hi,

When rendering locally using 'Use Photographic Exposure' in the camera overide, everything renders as planned.  When we then 'Team Render to Picture Viewer' the render return very dark.  I discovered that the camera overide no longer works and the camera settings are being determined by the values in the main 'render settings' dialogue, rather then being taken from the camera. If we match the values in the 'render settings', the render then appears correct. 

This only happens when using Team Render in conjunction with photographic exposure. The regular EV works just fine.  So I can only assume this is a bug?

29
Also, I learned something new about Team Render the other day (thanks Cestmir!) about how to render using TR but NOT to include the workstation you are on (so that you can continue to use it "full power" as a workstation since it won't be doing any rendering). While the method I mentioned earlier does work, this one is simpler!

- Open the Team Render Machines dialog
- Uncheck the workstation you are on (or any other machine for that matter) that you don't want to contribute
- Run "Team Render to Picture Viewer"
- The Workstation you submit this from will NOT contribute to the render, but it will gather the results from all the Clients and show them in the PV. The one time it will do some processing is during denoising, once the render is finished - other than that, it leaves the workstation you are on out of the rendering.

I have been testing this theory all day and whilst I can say it works on small, less intense scenes, I then tried a large scene, full of trees, people, reflections, refractions etc etc and the CPU took a MASSIVE hit despite the local machine being 'unchecked'.  It made little difference to the CPU usage.  I was really hoping this was going to be the answer to all my woes!

That said... running two versions of C4D does work in this way... it's just a big hit on your local machine!

30
Hi,

I have been reading this thread and Shane has kindly been assisting me in setting up my team render server.

However, I have a few issues with how it is all working.

I am finding that when I try to render a still on the Team Render Server using the web app, it spends a loooooong time preparing and then crashes.

I have used Shane's hack to render a still as a single frame animation which works, but if I try to harness the power of all 14 machines for one image it fails every time.

I'm guessing this isn't normal...


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