Hi,
I am currently in the middle of rendering a project with the deadline just up ahead and experiencing some partly serious problems while batch rendering my sequences.
The problem:
Every few frames the rendering stalls with the progress counting away at 0.00%. The only thing I can do here is to kill the current render and start at the current frame. The reason for this I am still trying to find.
The uncomfortable thing about this is that the vrscene file is quite large (about 400MB) and the scene also uses a good amount of hires textures (also about 400MB). Hence initializing the scene takes some time, especially for the other machines on the network.
My rendermanager then kills the problematic tasks after a timeout period and restarts the task at the current frame. But this adds up to a good amount of unused rendertime that is wasted, especially with a tight deadline ahead. And this happens about every 10 frames (not exactly though).
The scene:
Nothing too fancy. Just geometry (1.7M polys), one dome light, file textures, some glossy car parts but mostly lamberts, - no displacement, no GI - just some straight 3d stuff.
The only really intensive thing here is the motion blur with 6 geometry samples to account for the spinning car wheels.
The scene is written to a vrscene file and rendered with vray standalone 2.0 beta for maya. I am on OSX 10.6.4 with 8 cores and 12 gig ram.
When the render starts vray first initalizes the scene, compiles the geometry, loads the textures, builds the static raycast accelerator and then starts the rendering - fine. This is with the first frame of each given sequence. When the second frame starts it also builds the motion blur raycast accelerator and this takes about half of the rendering time. I don't know if this is usual but then again why doesn't it happen on the frame before? When it's done with the motion blur building the rendering starts - and this is the point where it sometimes just stalls at 0.00%. Starting it again works fine most of the time.
I also noticed that when rendering the scene from within maya the rendering takes about 2 minutes less time (6 minutes per frame) than rendering with the standalone (about 8 minutes) and this includes also consecutive frames (so no texture caching or other file loading stuff) and starts almost right away without first waiting for the motion blur acceleration to finish.
I cannot test it here with some newer builds since I am in the middle of the project.
I am sorry for this lengthy explanation but this is an important issue that I need to solve. Thanks for reading.
Cheers, Ingo
I am currently in the middle of rendering a project with the deadline just up ahead and experiencing some partly serious problems while batch rendering my sequences.
The problem:
Every few frames the rendering stalls with the progress counting away at 0.00%. The only thing I can do here is to kill the current render and start at the current frame. The reason for this I am still trying to find.
The uncomfortable thing about this is that the vrscene file is quite large (about 400MB) and the scene also uses a good amount of hires textures (also about 400MB). Hence initializing the scene takes some time, especially for the other machines on the network.
My rendermanager then kills the problematic tasks after a timeout period and restarts the task at the current frame. But this adds up to a good amount of unused rendertime that is wasted, especially with a tight deadline ahead. And this happens about every 10 frames (not exactly though).
The scene:
Nothing too fancy. Just geometry (1.7M polys), one dome light, file textures, some glossy car parts but mostly lamberts, - no displacement, no GI - just some straight 3d stuff.
The only really intensive thing here is the motion blur with 6 geometry samples to account for the spinning car wheels.
The scene is written to a vrscene file and rendered with vray standalone 2.0 beta for maya. I am on OSX 10.6.4 with 8 cores and 12 gig ram.
When the render starts vray first initalizes the scene, compiles the geometry, loads the textures, builds the static raycast accelerator and then starts the rendering - fine. This is with the first frame of each given sequence. When the second frame starts it also builds the motion blur raycast accelerator and this takes about half of the rendering time. I don't know if this is usual but then again why doesn't it happen on the frame before? When it's done with the motion blur building the rendering starts - and this is the point where it sometimes just stalls at 0.00%. Starting it again works fine most of the time.
I also noticed that when rendering the scene from within maya the rendering takes about 2 minutes less time (6 minutes per frame) than rendering with the standalone (about 8 minutes) and this includes also consecutive frames (so no texture caching or other file loading stuff) and starts almost right away without first waiting for the motion blur acceleration to finish.
I cannot test it here with some newer builds since I am in the middle of the project.
I am sorry for this lengthy explanation but this is an important issue that I need to solve. Thanks for reading.
Cheers, Ingo
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