Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: wilbertvandenbroek on 2019-09-03, 09:47:30

Title: Water flickering with network rendering.
Post by: wilbertvandenbroek on 2019-09-03, 09:47:30
Hey guys,

I've been working on a short animation at work and I'm having a lot of trouble with fixing this flicker that happpens on a water sequence.
Attached is a short render. The setup is simple;

-sun and sky system for lighting with the sun only used for lighting (no reflection or refraction)
-one water plane
-visibility override with hdr clouds
-a few objects are visible in the render, I also tested without them (only water plane) and the problem still occurs
- see attached image for material properties of the water
-3ds max 2020.2 with corona 3 hf 2

We have got a render farm consisting of many different systems, i7, dell poweredge servers and older and new ryzen cpu's.
So far I can't see a pattern in which frame is flickering on which system.

Our render setup uses UHD cache with flickr free animation. We have moving objects so caching once won't work.
The material has an animated offset and phase in both noise and cellular maps.

Anybody got an idea? We are running into a deadline here :-(

Any help would be greatly appreciated.
Title: Re: Water flickering with network rendering.
Post by: snakebox on 2019-09-03, 09:58:57
The first thing that comes to mind is switch to PT / PT if you think the UHD has anything to do with it, and since you are doing a water sequence I suspect it's an out-door style shot anyway? in which case your get less benefit from UHD anyway, it should be quick to test at least, another thing I would try would be to turn off the bump map on your water, again just to confirm whether it comes from that or not.

I have personally had cases where a too fine bump would cause individual pixels to blow up and become really bright, then in an animation that would look like flickering. I'm not saying it's a solution, if you need the bump you need it, but if it works with it off, at least you know where you can tweak maybe.
Title: Re: Water flickering with network rendering.
Post by: dj_buckley on 2019-09-03, 10:10:37
i have a feeling it might be the HDR in the visibility override.  try without
Title: Re: Water flickering with network rendering.
Post by: wilbertvandenbroek on 2019-09-03, 10:36:06
Thanks guys I will try it immediatly.
Title: Re: Water flickering with network rendering.
Post by: rowmanns on 2019-09-03, 10:44:39
Hi,

Are you using DR or some other render manager?
If you are using DR, you can save the images which are sent from the DR slave so you will be able to see which machine(s) are causing the flickering.
You will just need to select the "[Debug] Save sent images" checkbox on the slave machines

Let me know if this helps.

Thanks,

Rowan
Title: Re: Water flickering with network rendering.
Post by: wilbertvandenbroek on 2019-09-03, 11:34:57
Ok so far the results are the same:

- I've tested with uhd and pt/pt, no difference
- Turned of the visibility override. No difference

We are not rendering with DR

One odd thing I noticed is that the lighter patch of water that causes the flickering is happening only on the AMD ryzen systems. And to top it off the material of the yellow objects are also flickering now.

Attached a latest render, PT/UHD flickr free. Water bump in the displacement. Still problems.

So far no solution. Can different CPU's be a problem here?


Title: Re: Water flickering with network rendering.
Post by: rowmanns on 2019-09-03, 12:31:10
Hi,

It's a possibility that the different CPU architechtures could cause an issue like this. There has been a similar issue in the past with Corona Scatter and DR.

What software are you using to manage the rendering across the farm?

Thanks,

Rowan
Title: Re: Water flickering with network rendering.
Post by: wilbertvandenbroek on 2019-09-03, 12:34:21
Just standard backburner 2019.
Title: Re: Water flickering with network rendering.
Post by: Place on 2019-09-03, 12:43:19
Hi,
do you use Backburner? And did you maybe set some post processing parameters like Filmic shadows?
Maybe you have to set those settings per camera instead of using VFB.
See here something similar that happened to me: https://forum.corona-renderer.com/index.php?topic=25637.msg153436#msg153436
Title: Re: Water flickering with network rendering.
Post by: wilbertvandenbroek on 2019-09-03, 12:51:10
Thanks for the tip, unfortunately we don't use any post processing options.

So far testing the following didn't resolve it:

- different water plane
- no sun and sky, only one directional
- rendering from perspective without camera animation
Title: Re: Water flickering with network rendering.
Post by: TomG on 2019-09-03, 14:14:00
Is it really Backburner causing the issue - if just one machine renders all the frames, does the flickering stop?
Title: Re: Water flickering with network rendering.
Post by: wilbertvandenbroek on 2019-09-03, 14:25:53
Well if I render it locally on my own workstation no problems occur. Every frame is the same.
However this is not a fix because my workstation alone can't render the entire sequence. It would take to long before the deadline.
Title: Re: Water flickering with network rendering.
Post by: TomG on 2019-09-03, 14:36:53
Yes, not suggested as a solution, just as a diagnostic, to make sure that it is in fact the network rendering that introduces this problem. That makes sure everyone is looking in the right place :) Could you render with just machines that have the same CPU architecture using backburner, to see if it is varying CPUs that are causing it? (I know these are slow tests to do, but they do narrow down the cause). Not sure if you have a group of machines that are all the same architecture or if each machine in the farm is very different.
Title: Re: Water flickering with network rendering.
Post by: TomG on 2019-09-03, 14:41:19
Also, with it pinned down to network renders, the usual first suggestions - is the same version of Corona and Max on every machine (including hotfixes and patches), are there are third party apps or shaders used (e.g. Bercon noise in the bump) and if so are those installed on every machine (and the same versions)?
Title: Re: Water flickering with network rendering.
Post by: wilbertvandenbroek on 2019-09-03, 15:00:09
So after a day of testing here are the results:

Rendering on a servergroup of Ryzens solved the water flickering. However the yellow objects still flicker and are caused by two workstations, one Ryzen 3900x and one 1700. See Waterbug_Ryzen in the attachement.

Rendering on all servers with a reflection glossiness of .85 instead of 1 sort of solved the flickering on the water shader. (see attached Waterbug_V02) The water looks slightly less appealing but at this point I'm happy with this result.

Still no solution for the flickering in the yellow objects.

All our systems run the same versions etc. no difference there.

Title: Re: Water flickering with network rendering.
Post by: rowmanns on 2019-09-03, 15:46:38
Hi,

What are you using as a limit to stop the render? Noise, pass or time?

Secondly are you able to provide your scene? Instructions on how to do this are in my signiture.

Thanks,

Rowan
Title: Re: Water flickering with network rendering.
Post by: wilbertvandenbroek on 2019-09-04, 07:02:32
We are rendering with a pass limmit.
As soon as I'm at work I will upload a scene for you.
Title: Re: Water flickering with network rendering.
Post by: wilbertvandenbroek on 2019-09-04, 10:24:05
Just uploaded WaterBug.zip to the private uploader.
Title: Re: Water flickering with network rendering.
Post by: rowmanns on 2019-09-04, 12:39:34
Hi,

Thanks, I'll test it here and see if I am able to reproduce the issue.

Thanks,

Rowan
Title: Re: Water flickering with network rendering.
Post by: wilbertvandenbroek on 2019-09-04, 12:55:45
I've found the solution to both problems, one being a workaround.

Flickering water: different cpu's produce different results in reflection on my water shader. The solution is to lower the reflection from 1 to .85

Yellow objects flickering: missing corona bitmap textures. Yes, it was that basic. Still troublesome that corona material library points to local disk, for network rendering we made a duplicate folder in the network but something went wrong apparantly.

So for now I can move on in this project, hoping that different cpu's will produce similar results in the future.
Title: Re: Water flickering with network rendering.
Post by: rowmanns on 2019-09-04, 14:21:56
Hi,

I'm glad you found some workarounds for the time being.

We'll look into the issue of different results on different CPUs.

Thanks,

Rowan

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Title: Re: Water flickering with network rendering.
Post by: rowmanns on 2020-08-19, 17:37:19
Hi,

This is fixed in v6 RC3, please test it out and let me know if there are any issues.

Cheers,

Rowan