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Not your usual backburner question - scene specific problem

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  • Not your usual backburner question - scene specific problem

    All of a sudden, on only one scene, my workstation won't netrender through backburner, whereas all the other rendernodes will.

    Troubleshooting this is driving me insane.

    I have reduced the scenefile to only the needed objects.
    I have reduced the textures to only the bare minimum.
    I have turned off the backburner service and am running the backburner server directly from command line.
    Backburner server returns an "unkown error":
    Code:
    INF Receiv8ing new job from 192.168.1.20
    INF Job 'Untitled-test' received and ready
    INF Launching '3ds max 7.0'
    INF New task assigned: 313
    ERR Unkown Error
    This problem happens very quickly. In all my modifications and manipulations of the file to try to get it to work, I've noticed that the VRay log is usually dying when loading up texture maps:

    Code:
    [2005/Apr/28|12:35:50] ============================================================
    [2005/Apr/28|12:35:50] Console created, VRay Adv 1.46.15 from Mar 12 2005, 17:15:36
    [2005/Apr/28|12:35:50] ============================================================
    [2005/Apr/28|12:35:50] Compiled with Intel C++ compiler, version 7.1
    [2005/Apr/28|12:35:50] Host is 3dsmax, version 7
    [2005/Apr/28|12:35:51] VRender constructor entered.
    [2005/Apr/28|12:35:51]   VRay DLL version is 1.46.15
    [2005/Apr/28|12:35:51]   Looking for distributed renderer...
    [2005/Apr/28|12:35:51]   Setting default filter kernel.
    [2005/Apr/28|12:35:51] VRenderer constructor done.
    [2005/Apr/28|12:35:51] Loading from file.
    [2005/Apr/28|12:35:51]   Loading distributed renderer.
    [2005/Apr/28|12:35:51]   Loading filter parameters.
    [2005/Apr/28|12:35:51] Loading done.
    [2005/Apr/28|12:35:53] Entering Open()
    [2005/Apr/28|12:35:53]   Starting sequence timer.
    [2005/Apr/28|12:35:53]   Disabling scene redraw and autobackup (autobackup was 0).
    [2005/Apr/28|12:35:53]   Preparing sequence data.
    [2005/Apr/28|12:35:53]     Extracting sequence data from Open() parameters
    [2005/Apr/28|12:35:53]     Multithreaded: 1
    [2005/Apr/28|12:35:53]     Extracting sequence data from RendParams.
    [2005/Apr/28|12:35:53]     Setting up VRay parameters for frame rendering.
    [2005/Apr/28|12:35:53]     Extracting sequence data from VRender.
    [2005/Apr/28|12:35:53]   Calling beginSequence().
    [2005/Apr/28|12:35:53]     Entering beginSequence().
    [2005/Apr/28|12:35:53]       Setting RenderGlobalContext.
    [2005/Apr/28|12:35:53]       Broadcasting NOTIFY_PRE_RENDER.
    [2005/Apr/28|12:35:53]       Calling renderBegin().
    [2005/Apr/28|12:35:53]         Sending RenderBegin().
    [2005/Apr/28|12:35:53]           Sending RenderBegin() to atmospheric effects.
    [2005/Apr/28|12:35:53]           Sending RenderBegin() to render effects.
    [2005/Apr/28|12:35:53]           Sending RenderBegin() to environment maps.
    [2005/Apr/28|12:35:53]           Sending RenderBegin() to the tone operator.
    [2005/Apr/28|12:35:53]           Sending RenderBegin() to override mtl.
    [2005/Apr/28|12:35:53]         Adding global illumination light
    [2005/Apr/28|12:35:53]         Scanning scene.
    [2005/Apr/28|12:35:53]         65 render object(s)
    [2005/Apr/28|12:35:53]         66 render instance(s)
    [2005/Apr/28|12:35:53]         2 render light(s)
    [2005/Apr/28|12:35:53]         Setting up lights for render instances
    [2005/Apr/28|12:35:53]         Creating render mesh for 'Courtyard Squares - Trim': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'door1': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'door02': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'Fountain Water - Motorcourt': fixed 3d-displaced mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_WSW1': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_WSW': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_WH_3': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_WH_2': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_WHE_1': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_WH': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_TLGT_R': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_TLGT_L': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'MER_SYM': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_SEAT_R': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_SEAT_L': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_ROOF': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'MER_RAD': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_PIPE': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_PANEL': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_MOLDS1': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_MOLDS': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_MLD_EX': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_MLD_3': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_MLD_2': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_MLD_1': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_MIRROR': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_MAG03': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_MAG02': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_MAG01': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_MAG': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'MER_IN': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_HOLES': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_HLT_R': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_HLT_L': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_HLM_R': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_HLM_L': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_HLG_R': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_HLG_L': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_HLD_R': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_HLD_L': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_HNDLB': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_HANDL': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_GRIDS': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_GRID': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_GRG': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_GLASS': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_FENDER': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_EMBRKE': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_DRPMLD': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_CONTR': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_CLOCKS': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_BS_PLT': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_BOTTOM': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_BODY': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_BLK_R': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'M_BLK_L': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'LIC_PL_T': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'LIC_PL_F': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'DECAL_R': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'DECAL_L': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'DECAL_B': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'MER_TUBE': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'MER_WH_DIREC': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'SYMBOL01': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'MER_GEAR_SH': fixed mesh
    [2005/Apr/28|12:35:53]         Creating render mesh for 'MER_GEAR_SH01': fixed mesh
    [2005/Apr/28|12:35:53]       Caching camera animation.
    [2005/Apr/28|12:35:53]     beginSequence() done.
    [2005/Apr/28|12:35:53] Open() done.
    [2005/Apr/28|12:35:53] Entering Render().
    [2005/Apr/28|12:35:53]   Setting up MAX progress callback.
    [2005/Apr/28|12:35:53]   Creating G-buffer channels.
    [2005/Apr/28|12:35:53]   Starting frame timer.
    [2005/Apr/28|12:35:53]   Entering RenderAtTime(t=50080, fieldMask=3)
    [2005/Apr/28|12:35:53]   Rendering frame at time 50080
    [2005/Apr/28|12:35:53]     Setting up frame data.
    [2005/Apr/28|12:35:53]       Extracting frame data from FrameParams.
    [2005/Apr/28|12:35:53]       Extracting frame data from VRender Environment params.
    [2005/Apr/28|12:35:53]       Extracting frame data for fields.
    [2005/Apr/28|12:35:53]       Extracting frame data from node (Garage Cam).
    [2005/Apr/28|12:35:53]       Rendering from camera Garage Cam
    [2005/Apr/28|12:35:53]       Setting up frame region.
    [2005/Apr/28|12:35:53]     Clearing previous contents of frame buffer.
    [2005/Apr/28|12:35:53]     Calling beginFrame().
    [2005/Apr/28|12:35:53]       Entering beginFrame().
    [2005/Apr/28|12:35:53]         Setting RenderGlobalContext.
    [2005/Apr/28|12:35:53]         Broadcasting NOTIFY_RENDER_PREEVAL.
    [2005/Apr/28|12:35:53]         Preparing camera sampler.
    [2005/Apr/28|12:35:53]         Calling update().
    [2005/Apr/28|12:35:53]           Updating scene materials for time=50080
    [2005/Apr/28|12:35:53]             Loading bitmaps for 'Paving'
    It stops there, no more written to the log, no error about missing maps or plugins, nothing. I've already checked the plugins, checked the maps (depending on how much I strip down the scene, it happens at a different map in the Vray log). I have already checked permissions as well. Other scenes (with the same objects, textures, etc) have no problems reading and writing to the appropriate folders. Other rendernodes have no problem with this scene. And to top it all off, here's the real kicker, this scene renders fine on this machine when not netrendering.

    Before you ask, yes I've tried merging stuff into a new scene.

    If you can help me out and need the file, let me know. I can give it to you, but don't want it posted because of licensing issues for some of the elements.

  • #2
    if you want to give me the file I will see if I can render it thru our farm.

    email me file and we can go from there!
    Chris Jackson
    Shiftmedia
    www.shiftmedia.sydney

    Comment


    • #3
      I think you are correct to think it is a network problem...

      Only tip I can offer (this one stumpped me for 8 hrs the day I learned about it). You can only have 10 machines - or actually 10 IP numbers connected to any 1 (non-server) copy of Windows.

      Anyway - I'd put my bets on windows - not max or backburner.

      Good Luck.
      www.studio2a.co

      Comment


      • #4
        Do you have "Distributed Rendering" checked?
        --------
        visit my developer blog

        Comment


        • #5
          Originally posted by meanadam
          I think you are correct to think it is a network problem...

          Only tip I can offer (this one stumpped me for 8 hrs the day I learned about it). You can only have 10 machines - or actually 10 IP numbers connected to any 1 (non-server) copy of Windows.

          Anyway - I'd put my bets on windows - not max or backburner.

          Good Luck.
          The Fileserver is a linux network appliance, the backburner manager is Win2k Server. I can submit the job to only my workstation through backburner, and it still fails.

          Comment


          • #6
            Originally posted by dimo
            Do you have "Distributed Rendering" checked?
            Nope, of course not.

            And if I did, every machine would be failing on the backburner render, not just my workstation (which works fine when rendering it locally) - this is the only scene with this behavior.

            Comment

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