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[Max] General Discussion / New Rebusfarm limit on passes (non-distributed renders)
« on: 2019-11-05, 19:12:19 »
Just a notice for people using Corona with Rebusfarm:
(This is not official. I'm just a customer who has realised this by trial and error, followed by contacting Rebusfarm support today)
As of an update to the Rebusfarm plugin today, there is a limit on the maximum number of passes you can specify when rendering non-distributed*. Maximum is now set at 400 passes.
This seems to be by design as part of the update. I've asked for a bit more information from Rebusfarm support and am waiting to hear back.
I don't currently know if it's possible for customers currently in the middle of a project to roll back to an earlier version of the plugin without the limitation so they can finish their work with consistency. This is one of the questions I've asked about.
*I don't think this limit is imposed on distributed renders - scene checking with distributed render does not throw up the same error that occurs when trying to exceed 400 passes non-distributed. That's all I know.
I don't know if this would be of concern to anyone here in terms of them providing the most viable service?
I'm currently preparing a flythrough animation of a complicated interior I've tested to the point that I feel 600 passes are necessary. Maybe that's too unusual to cater for. I'm awaiting to hear of a reason for the change anyway.
(This is not official. I'm just a customer who has realised this by trial and error, followed by contacting Rebusfarm support today)
As of an update to the Rebusfarm plugin today, there is a limit on the maximum number of passes you can specify when rendering non-distributed*. Maximum is now set at 400 passes.
This seems to be by design as part of the update. I've asked for a bit more information from Rebusfarm support and am waiting to hear back.
I don't currently know if it's possible for customers currently in the middle of a project to roll back to an earlier version of the plugin without the limitation so they can finish their work with consistency. This is one of the questions I've asked about.
*I don't think this limit is imposed on distributed renders - scene checking with distributed render does not throw up the same error that occurs when trying to exceed 400 passes non-distributed. That's all I know.
I don't know if this would be of concern to anyone here in terms of them providing the most viable service?
I'm currently preparing a flythrough animation of a complicated interior I've tested to the point that I feel 600 passes are necessary. Maybe that's too unusual to cater for. I'm awaiting to hear of a reason for the change anyway.