Author Topic: [solved] Shaking camera in net render animation  (Read 4882 times)

2017-02-10, 03:07:29

orenvfx

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Help. I cant show the full frame but i hope you cen see the problem... i do net animation and every time i get this jumping wierd frames.. the order of the frames is ok. Im with motion blur active... any idea why?

I use Standard max camera with corona cam mod... corona ver 1.5.2 . And max 2014

Im using Backburner... i have 7 computers but when its happen its always do it in 1 machine.. but not the same one... every try he pick other machine that create the bad frames...

Its net issue for sure ... i tried again with local render andvits came ok so its not displacement or the motion blur.
The issue here


Any idea?




« Last Edit: 2017-02-13, 17:44:39 by maru »

2017-02-10, 10:15:04
Reply #1

Dionysios.TS

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Help. I cant show the full frame but i hope you cen see the problem... i do net animation and every time i get this jumping wierd frames.. the order of the frames is ok. Im with motion blur active... any idea why?

I use Standard max camera with corona cam mod... corona ver 1.5.2 . And max 2014

Im using Backburner... i have 7 computers but when its happen its always do it in 1 machine.. but not the same one... every try he pick other machine that create the bad frames...

Its net issue for sure ... i tried again with local render andvits came ok so its not displacement or the motion blur.
The issue here


Any idea?

It happened to me years ago for this simple reason, the decimal separator of the machines who produced this problem was different that the other ones. Instead of point "." was comma ","
When I changed it the problem disappeared. That was a 3ds Max bug and I am surprised if is still there...  -.-

Try to check and I hope the problem is as above.


Thanks,

Dionysios -

2017-02-10, 17:51:14
Reply #2

orenvfx

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But asci said. Its not only spesiphic machine.. its pick new machine to create this jumping frames every time i send new try to the net. Not problem of one machine orvall together

2017-02-11, 21:54:40
Reply #3

TomG

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(Scene has been uploaded via the Corona Private Transfer with a link to this thread)

Did some testing on this today - took the scene, limited the passes to just 2, and rendered using Backburner with three machines (one was the workstation, also set up to be a server, and two pure server nodes). I could not replicate the problem.

There is a slight "odd movement" from the camera at the end, but this is in the animated path and can be seen in the Max wireframe, and is not the same as the result seen in the problem renders, which is where the image appears to "jump backward" briefly in some frames.

Couldn't test possible solutions since I couldn't replicate the problem. Extra info from the user:

- Job is submitted via backburner to a network of 7 machines. Only one machine seems to generate "bad" frames. However, if the job is submitted again with that machine excluded, another machine gives bad frames.
- Problem occurs when submitted to Rebus

My thoughts, but have been unable to test since I can't replicate the problem

- Rebuild the animated camera?
- Try without motion blur?
- Perhaps something to do with scene scale and location vs world origin?
- Only happens above a certain number of machines in the network?

Note - my test passed the textures via the checkbox in Submit to Network Rendering; all machines rendered to a folder on their local drive, and files were copied manually once complete for assembly in Premiere; 1.5.2 was used, freshly reinstalled on all three machines.
Tom Grimes | chaos-corona.com
Product Manager | contact us

2017-02-11, 22:07:21
Reply #4

TomG

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A little update - user notes that removing motion blur did not change the results from Rebus. User notes that the rotation of the hero object isn't affected (can't be shown publicly, in case anyone is wondering why that isn't in the example videos) so doesn't look like a step back in time in the animation, but more like the animated path for the camera being miscalculated and so the position not being where it would be expected.
Tom Grimes | chaos-corona.com
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2017-02-12, 06:32:44
Reply #5

TomG

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Update from the user - the issue was resolved by baking the animated camera (so that it had one keyframe per frame). Sounds mostly like a 3ds Max issue to me, based on that?
Tom Grimes | chaos-corona.com
Product Manager | contact us

2017-02-13, 17:45:35
Reply #6

maru

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Final answer: user copied camera from project with 25 fps to project with 30 fps
It seems it's a 3ds Max issue, not a Corona one.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us