Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: ceasare on 2016-01-29, 10:45:29

Title: Cmasking_ID Rebusfarm
Post by: ceasare on 2016-01-29, 10:45:29
I would like to know witch setting I should use on Rebusfarm for CMasking_ID to properly isolate certain objects and groups rendered on Rebusfarm.
Allready animated and rendered a few animations on Rebusfarm with the selected "Source Node ID"option but this channel is now flickering colours.
I guess the cause is the use of multiple mashines? 

Can I  render with constant colours?
Or in other words: "is it possible to fix the ID assignment accross multiple mashines at render start?"

Best regards,
Ceasare Schuit
Title: Re: Cmasking_ID Rebusfarm
Post by: mraw on 2016-01-29, 10:53:34
We had similar problem on the our renderfarm. I would be interested in a solution, too.
Title: Re: Cmasking_ID Rebusfarm
Post by: maru on 2016-01-29, 10:57:45
I honestly do not know of any solution to this, but it looks like a serious flaw. Hopefully there is an easy fix like a "seed" parameter to "fix" the colors and we will be able to add the feature very soon. Moving to bug reporting.
Title: Re: Cmasking_ID Rebusfarm
Post by: ceasare on 2016-01-29, 11:45:51
I'm Using Corona version 1.3/3dsmax 2015.
Title: Re: Cmasking_ID Rebusfarm
Post by: maru on 2016-02-03, 14:59:23
Hi, we are interested in looking into this.
Some possible causes might be:
-different version of Corona used on different computers
-different scenes rendered on different computers

Could you help us reproduce this problem? (it would be best as step-by-step instructions what you did and what happened)
Could you provide us with an example scene where this happens?
Title: Re: Cmasking_ID Rebusfarm
Post by: ceasare on 2016-02-04, 10:44:40
Hello Maru,

I've rendered this on Rebusfarm with approximately 120 machines.
They've done the setup, and therefore I do not know their configuration, but I guess, trust and also hope, their machines are all equal.
I would suggest talking to them (if you are in contact) about their setup. Perhaps one of them is reading this right at this moment...;-)

What I can tell, is that there are small sequences in the CMasking_ID channel that share the same colours, so I guess they were rendered on the same dedicated machine. And the problem has its origin at render distribution and render start across multiple machines. The random ID assignment should perhaps be fixed with an identical seed in the scene, but this could be difficult with moving objects that are not visible at the start of the animation.

My machine is 3dsmax 2015 with corona 1.3 and a few of the latest Sigershaders.
The scene has copyrighted material in it so I would rather not like to put it here on the forum, but I can send it to you if you send me your contact info.

best regards,
Ceasare



Title: Re: Cmasking_ID Rebusfarm
Post by: mraw on 2016-02-04, 12:12:36
I just watched a render with CmaskID. Jep. The problem still exists.The job was submitted with a chunksize of 1 in Deadline. Each rendernode have its own interpretation of the IDs.
But: if node XY gets the job again, it will render the same colors.
We're on Max2015; Corona 1.3(all machines)
cheers
Title: Re: Cmasking_ID Rebusfarm
Post by: Ondra on 2016-02-09, 18:02:28
Hi,
I looked over the issue, and the key is in the mode you are using - there is "source node" and "instance":

- source node: any object created from single node in 3ds Max scene will have the same color, different nodes will show different colors - so for example COrona-scatter-scattered objects will all show the same color, but manually instanced objects will show different color.
- instance: any instance of any object will have different color - so similar to source node, until scatters come into play - because it shows different colors on all objects even inside scatter.

Now there is second internal difference - source node color assignment is not stable, instance assignment is. This is because we never bothered to fix it (it is actually pretty complicated to keep the colors stable in complex scenes, interactive rendering, and multithreaded parsing), as we originally didnt want to release the "source color" option to public.

The simplest solution would be probably removing the "source node" option from UI - it is not finished (color unstable) and it is pretty confusing to have two options that do almost the same.
Title: Re: Cmasking_ID Rebusfarm
Post by: zdragas on 2016-02-10, 15:31:54
Try using CMasking_WireColor.
If you don't want to setup wire color manually for each object, you can use this script to randomize colors: http://www.scriptspot.com/3ds-max/scripts/random-wire-color-tools (http://www.scriptspot.com/3ds-max/scripts/random-wire-color-tools)
Title: Re: Cmasking_ID Rebusfarm
Post by: Ondra on 2016-04-24, 22:36:03
fixed by removing the unstable mode