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Messages - alexyork

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121
Great news Rowan! Look forward to checking it out as soon as poss.

Cheers,

122
Or ideally if Corona worked a bit more intelligently and could apply the fix on objects without explicit normals only?

123
Hey devs,

We have discovered that the default 0.0 value of the Terminator Shading Fix is actually causing some shading issues to appear on dodgy geometry. Of course the underlying issue is the dodgy geometry, but interestingly setting the TSF to 1.0 (disabling it) removes all these shading artefacts. We are working with some insanely detailed geometry provided to us by clients that we cannot hope to clean up fully, so this "fix" reversal works really well. But of course it means that we then start to get the terminator bug elsewhere in scenes (typically strong sun hitting cushions etc.).

Uploading a max file to show this now using the private uploader - Geometry.max. To test it just stick the value up at 1.0.

Cheers,

124
Don't choose jigsaw rendering - choose the other single frame tile rendering option.

125
Thanks for this Marcin. We'll most likely upgrade our Deadline version in the next week or two and I'll test and confirm when I can after that.

Cheers,

126
Thanks Ryuu! This is really helpful. It does look as though our overclocks are tuned aggressively and didn't allow for any headroom for denoising, causing the issues. I'm sure we can get them adjusted.

Do you think disabling Embree would make any difference? Would that cause issues elsewhere within Corona/efficiencies?

Cheers,
Starting with v7 we no longer have an option to run without embree with practical performance - there were too many holes, missing stuff, and inefficiencies with the backup structure, that we decided to remove it. So that is not a viable solution... also embree does not really influence denoising.

Makes sense. So Embree will always be enabled and in use if available?

I have passed all the info above to our system provider. Hopefully they can retune some things to factor in this overhead. To be honest, it would be SUPER helpful if you guys could update the Corona Benchmark to allow for longer renders with denoising added. It could then be used as a simple way to test stuff like this (if not a proper test).

127
If you have Deadline this does tile rendering.

But even if not, two things you can do is either use UHDCache and pre-render a single full image and then set it to Load for your tiles, OR use PT+PT. We just did this on a massive render with 25 tiles and there was zero difference in lighting or anything from tile to tile.

128
Thanks Ryuu! This is really helpful. It does look as though our overclocks are tuned aggressively and didn't allow for any headroom for denoising, causing the issues. I'm sure we can get them adjusted.

Do you think disabling Embree would make any difference? Would that cause issues elsewhere within Corona/efficiencies?

Cheers,

129
Thanks Juraj.

Corona Devs - any clarification from your end on this? Just need to know for sure if v6 hf1 uses AVX512 in anyway (even lightly).

Many thanks,


130
Hi devs,

We are running into an issue with some of our 128-thread Threadrippers, where during Corona High Quality denoising it's pushing temps up above the safe threshold and shutting down the machines.

Running Corona v6 hf 1 - which version of AVX are you guys using currently? These machines are currently overclocked and tuned for avx2 - so if you're using anything else like AVX512 this might be why.

If you could ideally let me know asap as we're having a new machine built right now and they might be able to tune it differently for us.

Cheers,

132
Looks like we will have to contact Deadline team about this to find out what exactly this error could mean.

Also:
"RuntimeError: exr_input_file Error: failed to open exr file filename.exr"

I am not sure, but this looks a bit like the file name was not specified correctly. Are you sure that all input/output paths are correct? (existent, accessible locations)

And just to make sure: you are rendering to EXR, not CXR, right?

The deadline job is sent to Deadline automatically as two jobs. Job 1 = whole farm rendering 25 tiles. Job 2 = one machine (mine in this case) assembling those tiles (or not, as the case seems to be).

Rendering to EXR, yes.

I noticed a problem, as an example (edited due to not giving away project information)

It appears to be looking for this file: filepath\Renders\large_format\project_largeformat_17k_tile_2x1_5x5_.0000.exr
but the REAL file that's created is: filepath\Renders\large_format\project_largeformat_17k_tile_2x1_5x5_.0001.exr
Note the number at the end is wrong. So something's going wrong with the expected filename/numbering for the tile versus the real name/numbering that's actually written BEFORE the assembly is happening.

At least it appears this is the case....

It's interesting as there are like 20 Deadline errors all relating to this same tile. That seems to have killed the assembly job.


Cheers,

133
Hi folks,

Anyone else having trouble getting the Deadline Assembly to work after a tile rendering is complete? All the tiles render fine but it will never assemble. This is using EXR.

"Error: Renderer returned non-zero error code, 1. Check the log for more information.
   at Deadline.Plugins.PluginWrapper.RenderTasks(Task task, String& outMessage, AbortLevel& abortLevel)"

also:

"RuntimeError: exr_input_file Error: failed to open exr file filename.exr"

2021-02-07 08:34:29:  0: STDOUT: Final Image Dimensions = 17500x12016
2021-02-07 08:34:29:  0: STDOUT: TileCount given: 25
2021-02-07 08:34:29:  0: STDOUT: Tile0 position: 0, 9613
2021-02-07 08:34:29:  0: STDOUT: Tile0 dimension: 3500, 2403

134
Gallery / Re: Ramen Cgi
« on: 2021-01-13, 16:15:57 »
tasty!

135
+1 this would be pretty awesome.

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