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Author Topic: Distributed rendering problem  (Read 9772 times)

iToo

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Re: Distributed rendering problem
« Reply #15 on: January 10, 2012, 07:57:06 PM »

I suggest you try using the latest VRay stable release (2.20.02). Forest has not been tested with 2.25, and it would generate unpredictable results.

Carlos Quintero
iToo Software

simmsimaging

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Re: Distributed rendering problem
« Reply #16 on: January 10, 2012, 07:58:09 PM »
Ok. Thanks.

b

simmsimaging

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Re: Distributed rendering problem
« Reply #17 on: January 11, 2012, 09:52:52 AM »
I'm having another issue cropping up with DR - might be related. See the screen grab:



Renders are stalling out and individual machines are showing up with dozens of buckets locked up - but there are more buckets showing than cores. This hasn't happened before with Vray. If I go to the node and shutdown the vrayspawner then the main workstation will pick up those buckets and render them.

I installed the stable build listed on the nightly downloads as the latest (2.2.01) and it did not help. I am not sure if it will help the other problem of missing or misplaced sections - I'm now getting this problem instead :)  The machines that show this problem have varied - I am using 4 nodes and each has done this at least once.

Any thoughts?

/b

iToo

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Re: Distributed rendering problem
« Reply #18 on: January 11, 2012, 10:22:12 AM »

I'm sorry, but i have not idea what may be the problem ???. It seems a VRay issue, because Forest has little effect on the render engine, once it creates the instances and render starts.

Please, post this case in the ChaosGroup forum. Probably they have more information about similar problems. I will follow your post, in case they need assistance by our side.

Carlos Quintero
iToo Software

simmsimaging

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Re: Distributed rendering problem
« Reply #19 on: January 12, 2012, 02:23:39 AM »
I am zeroing in on it, but it's slow going.

I can pinpoint the problem (for now, in this one scene at least) to one of my forest objects and PSD Manager. If I turn of either one it works, but if both are active it creates this problem.

I am going to merge to a new scene to see if I can narrow it down further, but one problem I noticed: when you delete a forest object it still leaves all it's template versions in the max file.  As I had many large meshes the file is bloated as a result, and because the FPP library assigns a random name it's very hard to figure out which is which to manually delete them.

Can you make it so that the meshes get deleted when the FP object is removed, or if different geometry is assigned to it?

Thanks /b

iToo

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Re: Distributed rendering problem
« Reply #20 on: January 12, 2012, 10:11:58 AM »

We remove periodically the unused meshes from the scene, e.g. when adding new items to the Geometry List, but i'm not sure if we do it when the Forest object is deleted.

We will check the code and fix it if needed.

Carlos Quintero
iToo Software

iToo

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Re: Distributed rendering problem
« Reply #21 on: January 31, 2012, 09:09:34 AM »

Update: this problem was finally solved by the PSD-Manager developer. It was caused by a conflict of versions of the PSD-Manager. It was not related to Forest Pack Pro:

http://www.chaosgroup.com/forums/vbulletin/showthread.php?66841-new-issue-with-DR&p=540088#post540088

Carlos Quintero
iToo Software