Announcement

Collapse
No announcement yet.

Ship on Ocean Sim Restore After Max Shutdown / Start

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Hey,

    Here is more info on sim licenses and how to get started: https://docs.chaosgroup.com/display/...ation+Licenses

    I got the scene from support and hope I'll be able to check the issue soon. Thanks very much for helping catch this issue!
    Svetlin Nikolov, Ex Phoenix team lead

    Comment


    • #17
      well, you have a point, really you will be not able to make experiments during the entire simulation.
      but really separate simulation license would be a better solution.
      ______________________________________________
      VRScans developer

      Comment


      • #18
        Thanks Svetlin!
        I am looking forward to seeing your fix, and will try the sim license setup this weekend.
        Ron

        Comment


        • #19
          Hey!
          Running the sim on my render slave is working like a charm!
          This is great, allowing me to continue working on my model at the same time.
          Thank you!
          Ron

          Comment


          • #20
            Sweet! If you find any issues with it, please do bump us. We have to refine and extend the user interface for the next versions.

            Cheers!
            Svetlin Nikolov, Ex Phoenix team lead

            Comment


            • #21
              Hi Svetlin,

              Progress report is not so good. Maybe you have some suggestions?

              The sim appears to run on slave machine #1, at least for a while. The most aur files I have generated is around 550 before crashing. Several attempts have aborted earlier, around 230 frames. The error message from backburner is ping task timeout.
              At first I tried the full size ocean sim of about 50million cells, with multiple crashes. Then tried a smaller version around 7million, and it crashed after more completed aur files. Now I have moved to slave machine #2 with backburner manager on #1 to see if it will run any better.

              I am thinking this is probably my issue with the machines having only 16GB memory.

              Below are the last two cycles from the log. Notice the last entry aborts before normal:



              Sim cycle 1763 box:533 x 501 x 69 --------------------- cycle start---------------
              system Liquid particles: 7120050
              system WetMap particles: 225612
              SceneInteraction 1 0.000001
              SceneInteraction 2 0.000123
              Enter transferCtrlToMainThread: 2
              transferCtrlToMainThread simEventType set: 2
              etNewCycle
              onnc 0 0.000000
              onnc 1 0.000167
              onnc 2 0.000277
              onnc 3 0.000182
              setSolverParamsResimAdaptGrid
              setSolverParamsCommon
              setSolverParamsLiquid
              onnc 4 0.001701
              begin proc nodes 0.000171
              proc node Scene Root
              proc node Dummy Travel
              proc node Dummy Hull
              proc node DummyProxy
              proc node HullProxy
              proc node Emitter
              proc node Emitter-Neg
              proc node Emitter001
              proc node Emitter-Neg001
              proc node PhysCamera004.Target
              proc node Group001
              proc node Fin Stbd
              proc node Fins Port
              proc node Rudder Port
              proc node Rudder Stbd
              proc node Screw Port
              proc node Screw Stbd
              proc node Shaft Port
              proc node Shaft Stbd
              proc node Shaft Support Aft Port
              proc node Shaft Support Aft Stbd
              proc node Shaft Support Fwd Port
              proc node Shaft Support Fwd Stbd
              proc node PhysCamera004
              proc node PhysCamera002.Target
              proc node PhysCamera002
              proc node PhysCamera003
              proc node PhysCamera001
              proc node PhysCamera001.Target
              proc node PhysCamera005
              proc node VRaySun001
              proc node VRaySun001.Target
              proc node VRayLight001
              proc node VRayAmbientLight001
              proc node PG [Foam] of system [PhoenixFDLiquid001]
              proc node PHXFoam Shader
              proc node PG [Splashes] of system [PhoenixFDLiquid001]
              proc node PHXSplashes Shader
              proc node PHXSource-Pos
              proc node PHXSource-Neg
              proc node PHXWet Shader
              proc node PG [Liquid] of system [PhoenixFDLiquid001]
              proc node PG [Mist] of system [PhoenixFDLiquid001]
              proc node PG [WetMap] of system [PhoenixFDLiquid001]
              end proc nodes 0.010094
              PBCore: update body HullProxy code:1 mode:1
              oldbas:528.640503 bas:528.640137 t:0.006450
              push particles t:0.524975
              scan body t:0.116923
              update srf t:0.048267
              end update bodies 0.697291
              onNewCycle() end 0.000230
              End transferCtrlToMainThread: 2
              SceneInteraction 3 0.719158
              SceneInteraction 4 0.000272
              SceneInteraction 5 0.104403
              s(1),s(2),s(3),s(4),s(5),s(6),s(7),s(,s(9),dynamics Liquid
              dynamics WetMap
              s(10),s(11),s(12),s(14),s(15),
              ph:00 t:0.000000/0.000000
              ph:01 t:1317.224901/0.828697
              ph:02 t:84.784174/0.049370
              ph:03 t:1.195581/0.000356
              ph:04 t:84.296344/0.048607
              ph:05 t:56.305845/0.034879
              ph:06 t:402.030718/0.272054
              ph:07 t:0.597804/0.000324
              ph:08 t:17394.126292/12.096591
              ph:09 t:7311.952851/5.060318
              ph:10 t:1.146810/0.000740
              ph:11 t:1949.011501/0.000193
              ph:12 t:7353.021491/5.709796
              ph:13 t:0.000000/0.000000
              ph:14 t:0.694889/0.000216
              ph:15 t:42.790332/0.024980
              ph:16 t:0.000000/0.000000
              ph:17 t:0.000000/0.000000
              ph:18 t:0.000000/0.000000
              ph:19 t:0.000000/0.000000
              ------------------------------------------------------------------------


              Sim cycle 1764 box:533 x 501 x 69 --------------------- cycle start---------------
              system Liquid particles: 7118910
              system WetMap particles: 225950
              SceneInteraction 1 0.000001
              SceneInteraction 2 0.000144
              Enter transferCtrlToMainThread: 2
              transferCtrlToMainThread simEventType set: 2
              etNewCycle
              onnc 0 0.000000
              onnc 1 0.000169
              onnc 2 0.000270
              onnc 3 0.000226
              setSolverParamsResimAdaptGrid
              setSolverParamsCommon
              setSolverParamsLiquid
              onnc 4 0.001926
              begin proc nodes 0.000195
              proc node Scene Root
              proc node Dummy Travel
              proc node Dummy Hull
              proc node DummyProxy
              proc node HullProxy
              proc node Emitter
              proc node Emitter-Neg
              proc node Emitter001
              proc node Emitter-Neg001
              proc node PhysCamera004.Target
              proc node Group001
              proc node Fin Stbd
              proc node Fins Port
              proc node Rudder Port
              proc node Rudder Stbd
              proc node Screw Port
              proc node Screw Stbd
              proc node Shaft Port
              proc node Shaft Stbd
              proc node Shaft Support Aft Port
              proc node Shaft Support Aft Stbd
              proc node Shaft Support Fwd Port
              proc node Shaft Support Fwd Stbd
              proc node PhysCamera004
              proc node PhysCamera002.Target
              proc node PhysCamera002
              proc node PhysCamera003
              proc node PhysCamera001
              proc node PhysCamera001.Target
              proc node PhysCamera005
              proc node VRaySun001
              proc node VRaySun001.Target
              proc node VRayLight001
              proc node VRayAmbientLight001
              proc node PG [Foam] of system [PhoenixFDLiquid001]
              proc node PHXFoam Shader
              proc node PG [Splashes] of system [PhoenixFDLiquid001]
              proc node PHXSplashes Shader
              proc node PHXSource-Pos
              proc node PHXSource-Neg
              proc node PHXWet Shader
              proc node PG [Liquid] of system [PhoenixFDLiquid001]
              proc node PG [Mist] of system [PhoenixFDLiquid001]
              proc node PG [WetMap] of system [PhoenixFDLiquid001]
              end proc nodes 0.009810
              PBCore: update body HullProxy code:1 mode:1
              oldbas:528.640137 bas:528.639832 t:0.006778
              push particles t:0.525848
              scan body t:0.117216
              update srf t:0.048162
              end update bodies 0.698754
              onNewCycle() end 0.000250
              End transferCtrlToMainThread: 2
              SceneInteraction 3 0.721818
              SceneInteraction 4 0.000306
              SceneInteraction 5 0.113976
              s(1),s(2),s(3),s(4),s(5),s(6),s(7),s(,s(9),dynamics Liquid
              dynamics WetMap
              s(10),

              Comment


              • #22
                Yup, this looks like out-of-memory when saving the cache file - there is a memory spike there and the log in 3.0 still did not have good memory reporting. Try a machine with 32 and this week I hope we'll be able to open the nightlies and you would be able to try them out.
                Svetlin Nikolov, Ex Phoenix team lead

                Comment


                • #23
                  Hi Svetlin,
                  Upgraded slave machine with 32 GB yet crash continues with same result as previously reported.

                  EDIT: I went into the Backburner Monitor and edited the job settings: changed "Wait to render: from 600 to 60000. The default 600 is not enough for a large or long duration simulation. My ocean is both.
                  Since backburner is treating this entire sim project as a single line item frame for rendering, and is not getting reports of success from each frame in the simulation, it is timing out at the default 600 minutes or ten hours. It then flags the server as failed, waits for cooldown period, then restarts based on the manager rules on number of retries. If retries is more than zero, the server starts again from frame 0, which resets and starts the entire simulation from beginning.

                  Hope this helps,
                  Ron Porter


                  Last edited by rporter8555; 29-10-2016, 07:43 AM.

                  Comment


                  • #24
                    Ah, thanks very much for the info! Will have a look if it's okay to override the duration.

                    You can now request a 3ds Max nightly access from Support. Btw, if you are using particle-based smoothing, you might want to try out next Tuesday's nightly as well - just fixed a crash there that could affect liquid and especially ocean simulation.

                    Cheers!
                    Svetlin Nikolov, Ex Phoenix team lead

                    Comment


                    • #25
                      Cool. Thanks!
                      Ron

                      Comment


                      • #26
                        Svetlin,

                        Another aspect of this for your consideration:

                        I ran a small grid sim of 1000 frames which was easily completed within the default 10 hour limit. Backburner Manager was set for 3 Retries of failed servers. The rendering settings in Max called for 50 frames since that was my last setup for workstation rendering test. Backburner sets up a render job for 50 frames, but uses only the first frame for sim.

                        The sim actually completed successfully generating 1000 AUR files in the cache, but since manager is not receiving a completion message from the server for the single frame job, it assumed failure after the default 10 hours and relaunched the sim from the beginning, overwriting the previously completed AUR files. I am guessing that if I used the cache with the first hundred files newer than those following, this would probably introduce an unexpected artifact in the fluid at that transition.

                        Better perhaps to turn off manager retries to avoid this, or is it possible that the sim can report completion to the manager, in which case the number of frames in the manager job should be set to one?

                        Ron

                        Comment

                        Working...
                        X