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  • Tile Rendering

    Is it possible to divide one large render into multiple parts (quads) so that a very large render will not fail? How large of a render will the Chaos Cloud support?

  • #2
    Hi chris_henderson ,

    1. Can you please specify which parameter you refer to when you say large render? Is it resolution or size of the submitted scene? Recently we increased the resolution limit by removing it from the Cloud Resources page. Now it's up to 4 gigapixels.
    2. Can you please share the error you get when the job fails?

    With respect to your first question, currently we don't support tile rendering but depending on the case and issues we might consider it. But please first let me know what you think about my two questions above.

    Bests,
    Vladie
    Vladimir Dragoev

    Product Specialist

    Chaos Cloud

    Comment


    • #3
      Thank you for the response.

      When I say large render I'm referring to resolution. I've been tasked with rendering a 39,600 x 19,200 pixel image. If I understand 4 gigapixels correctly that would be over 120,000 pixel image, right? But my render did fail after 20 hours.

      Below is the log from the Cloud.

      8/6/2022, 2:11:01 AM GI engines: 'Brute force' and 'Brute force'
      8/6/2022, 2:11:01 AM Preparing renderer...
      8/6/2022, 2:11:01 AM Using Intel Embree ray server
      8/6/2022, 2:11:01 AM Preparing scene for rendering...
      8/6/2022, 2:11:01 AM [RenderView] startCameraTime=0.000000, endCameraTime=2.000000

      8/6/2022, 2:11:01 AM [RenderView] numCameraTMs=2, numFrames=2, frameSamples=1

      8/6/2022, 2:11:01 AM Tiled texture cache set to 4000 MB
      8/6/2022, 2:11:01 AM Creating bitmap manager
      8/6/2022, 2:11:01 AM Bitmap manager created.
      8/6/2022, 2:11:01 AM Light tree is enabled with clamp coefficient 0.1 and even split coefficient 0.5.
      8/6/2022, 2:11:01 AM Initializing built-in VFB.
      8/6/2022, 2:11:01 AM Resumable rendering is enabled - rendering can be stopped and resumed
      8/6/2022, 2:11:01 AM OpenEXR compression type is 3
      8/6/2022, 2:11:01 AM OpenEXR data window: render region
      8/6/2022, 2:11:01 AM VFB writing to raw image file
      8/6/2022, 2:11:36 AM [RenderView] startCameraTime=0.000000, endCameraTime=2.000000

      8/6/2022, 2:11:36 AM [RenderView] numCameraTMs=2, numFrames=2, frameSamples=1

      8/6/2022, 2:11:36 AM Max ray intensity is enabled: rendered result may have incorrect brightness.
      8/6/2022, 2:11:36 AM Consistent lighting elements are enabled.
      8/6/2022, 2:11:36 AM Registered 4 internal light select elements.
      8/6/2022, 2:11:36 AM Preparing camera sampler.
      8/6/2022, 2:11:36 AM Preparing scene for frame...
      8/6/2022, 2:11:36 AM Dome light resolution increased from 512 to 2048 for light "VRayLightDomeShape1"
      8/6/2022, 2:11:37 AM Bitmap "file35@bitmap" returned an invalid color (rgba 1.002006 1.002006 0.993137 1.001030)

      8/6/2022, 2:11:37 AM Compiling geometry...
      8/6/2022, 2:11:41 AM Preparing ray server.
      8/6/2022, 2:11:41 AM Using Embree ray tracing.
      8/6/2022, 2:11:45 AM Building Embree static trees took 2076 milliseconds, memory used 8124.17 MB
      8/6/2022, 2:11:45 AM Building dynamic geometry trees took 0 ms.
      8/6/2022, 2:11:45 AM Embree dynamic geometry tree contains 0 primitives.
      8/6/2022, 2:11:45 AM Embree dynamic geometry tree built in 0.19 ms.
      8/6/2022, 2:11:45 AM Embree dynamic geometry tree takes 0.00 MB.
      8/6/2022, 2:11:45 AM Full rayserver build. Took 3264.246 ms.
      8/6/2022, 2:11:45 AM Scene bounding box is [-2256.65,-16.4665,-3058.84]-[2743.35,355.049,1941.16]
      8/6/2022, 2:11:45 AM Preparing Cryptomatte render elements
      8/6/2022, 2:11:45 AM Preparing direct light manager.
      8/6/2022, 2:11:45 AM Scanning scene for light plugins.
      8/6/2022, 2:11:45 AM 5 lights found.
      8/6/2022, 2:11:45 AM Using probabilistic light evaluation with 8 lights.
      8/6/2022, 2:11:45 AM 20 render channels in sequence data
      8/6/2022, 2:11:45 AM Preparing global light manager.
      8/6/2022, 2:11:45 AM Irradiance sample size is 84 bytes

      8/6/2022, 2:11:45 AM Using fast GI when possible
      8/6/2022, 2:21:29 AM Additional resuming data loaded successfully from resumed image
      8/6/2022, 2:21:29 AM Photon size is 56 bytes.

      8/6/2022, 2:21:29 AM Light cache sample size is 184 bytes.
      8/6/2022, 2:21:29 AM Light cache built state is 0
      8/6/2022, 2:23:57 AM Rendering image.
      8/6/2022, 2:23:59 AM Bitmap "file29@bitmap" returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)

      8/6/2022, 2:24:00 AM Bitmap "Overture_Exterior_Ref_v1__file48@bitmap" returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)

      8/6/2022, 2:24:01 AM Bitmap "Overture_Exterior_Ref_v1__file46@bitmap" returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)

      8/6/2022, 2:24:06 AM Bitmap "Overture_Exterior_Ref_v1__file49@bitmap" returned an invalid color (rgba 0.000556 0.000555 0.000555 0.000000)

      8/6/2022, 2:26:26 AM Bitmap "Overture_Exterior_Ref_v1__file50@bitmap" returned an invalid color (rgba 0.000050 0.000050 0.000050 0.000000)

      8/6/2022, 6:08:38 AM Number of raycasts: 178241113880 (234.43 per pixel)
      8/6/2022, 6:08:38 AM Camera rays: 14648900104 (19.27 per pixel)
      8/6/2022, 6:08:38 AM Shadow rays: 60459559543 (79.52 per pixel)
      8/6/2022, 6:08:38 AM GI rays: 58312767199 (76.70 per pixel)
      8/6/2022, 6:08:38 AM Reflection rays: 59609361237 (78.40 per pixel)
      8/6/2022, 6:08:38 AM Refraction rays: 0 (0.00 per pixel)
      8/6/2022, 6:08:38 AM Unshaded rays: 0 (0.00 per pixel)
      8/6/2022, 6:08:38 AM Peak memory for frame 1: 181.47 GiB collected for 22 categories
      8/6/2022, 6:08:38 AM Peak memory for "Bitmap": 494.39 MiB
      8/6/2022, 6:08:38 AM Peak memory for "Bucket image sampler": 1.07 GiB
      8/6/2022, 6:08:38 AM Peak memory for "Dynamic displaced geometry": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "Dynamic geometry": < 1 MiB
      8/6/2022, 6:08:38 AM Peak memory for "Dynamic moving displaced geometry": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "Dynamic moving geometry": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "GI": < 1 MiB
      8/6/2022, 6:08:38 AM Peak memory for "Lights": 81.27 MiB
      8/6/2022, 6:08:38 AM Peak memory for "Misc.": 8.74 GiB
      8/6/2022, 6:08:38 AM Peak memory for "Misc. displaced geometry": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "Misc. geometry": 97.78 MiB
      8/6/2022, 6:08:38 AM Peak memory for "Misc. moving displaced geometry": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "Misc. moving geometry": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "Progressive image sampler": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "Static displaced geometry": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "Static geometry": 669.74 MiB
      8/6/2022, 6:08:38 AM Peak memory for "Static hair": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "Static moving displaced geometry": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "Static moving geometry": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "Static moving hair": 0 B
      8/6/2022, 6:08:38 AM Peak memory for "Tiled bitmap": 5.83 MiB
      8/6/2022, 6:08:38 AM Peak memory for "VFB": 170.35 GiB
      8/6/2022, 6:08:38 AM Clearing global light manager.
      8/6/2022, 6:08:38 AM Clearing direct light manager.
      8/6/2022, 6:08:38 AM Number of light evaluations: 172230544888 (226.52 per pixel)
      8/6/2022, 6:08:38 AM Clearing ray server.
      8/6/2022, 6:08:38 AM Maximum memory usage for resman: 0.00 MB
      8/6/2022, 6:08:39 AM Clearing geometry.
      8/6/2022, 6:08:39 AM Number of intersectable primitives: 79756693
      8/6/2022, 6:08:39 AM SD triangles: 79756692
      8/6/2022, 6:08:39 AM MB triangles: 0
      8/6/2022, 6:08:39 AM Static primitives: 0
      8/6/2022, 6:08:39 AM Moving primitives: 0
      8/6/2022, 6:08:39 AM Infinite primitives: 1
      8/6/2022, 6:08:39 AM Static hair segments: 0
      8/6/2022, 6:08:39 AM Moving hair segments: 0
      8/6/2022, 6:08:39 AM Clearing camera image sampler.
      8/6/2022, 6:08:39 AM Clearing camera sampler.
      8/6/2022, 6:08:39 AM Clearing DMC sampler.
      8/6/2022, 6:08:39 AM Clearing path sampler.
      8/6/2022, 6:08:39 AM Clearing image sampler.
      8/6/2022, 6:08:39 AM Clearing color mapper.
      8/6/2022, 6:08:39 AM Cleaning up bitmap manager
      8/6/2022, 6:08:39 AM Maximum memory usage for texman: 0.13 MB
      Stop timeout

      Comment


      • #4
        Hi chris_henderson ,

        We believe that we located the job you are referring to here in our admin system and investigated it. It didn't fail because of large resolution. It failed as V-Ray hanged and failed while generating the output after pausing. The credits are refunded to your account. We have logged the issue and have ideas how to fix such issues.

        In your case do you think it's possible to set quality settings and completion criteria which will allow you to let the render process complete by itself without pausing it? It's very probable that V-Ray won't fail in such scenario. The issue is reproduceable when V-Ray is being paused.

        Thanks,
        Vladie
        Vladimir Dragoev

        Product Specialist

        Chaos Cloud

        Comment


        • #5
          Interesting. I never knowingly paused the render. Are you indicating that you believe I may have paused the render at some point?

          Comment


          • #6
            Hey chris_henderson ,

            Or it is possible that we are mistaken when guessing which job you are referring to. I'll again ask you for the job ID in a direct message here in the forums.

            Thanks,
            Vladie
            Vladimir Dragoev

            Product Specialist

            Chaos Cloud

            Comment

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