Hello!
We have been using distributed rendering on some VR jobs recently and sometimes when the host is rendering everything fine, if a machine has left something like slack or chrome open and they're down a couple gb of ram from their max, their machine might skip a couple of the xrefs and decide to start rendering anyway.
We are on 3.6.03 - not upgraded to next yet but plan to soon.
Is this still an issue in next or has it been fixed? It's quite annoying, we can send a render before the end of the day, see that it's going fine, leave, and the next day the second half of that render and all subsequent ones have buckets that skipped for example the 'rugs' xref.
Solution is to save the file, merge them all in, then send the render and not save that file, but this is still a huge timesink as it's a VR job made up of every scene we produced for a project with 30 xrefs, rendering with an animated camera - it would be very helpful if DR could know if a machine is slacking and stop it from contributing to the render.
I'd rather sacrifice a few ghz than have to send every vr node as a separate render and manually switch xrefs on and off before every submission.
This isn't urgent because we'll work around this on the current project, but I think it is an important feature to have.
We have been using distributed rendering on some VR jobs recently and sometimes when the host is rendering everything fine, if a machine has left something like slack or chrome open and they're down a couple gb of ram from their max, their machine might skip a couple of the xrefs and decide to start rendering anyway.
We are on 3.6.03 - not upgraded to next yet but plan to soon.
Is this still an issue in next or has it been fixed? It's quite annoying, we can send a render before the end of the day, see that it's going fine, leave, and the next day the second half of that render and all subsequent ones have buckets that skipped for example the 'rugs' xref.
Solution is to save the file, merge them all in, then send the render and not save that file, but this is still a huge timesink as it's a VR job made up of every scene we produced for a project with 30 xrefs, rendering with an animated camera - it would be very helpful if DR could know if a machine is slacking and stop it from contributing to the render.
I'd rather sacrifice a few ghz than have to send every vr node as a separate render and manually switch xrefs on and off before every submission.
This isn't urgent because we'll work around this on the current project, but I think it is an important feature to have.
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