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Strange color change with stripped render

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  • #31
    F**king hell !!!

    Still stripped problem !!! make me crasy...

    I'll restart new tests and I'll post some images...


    Best regards...
    Last edited by stilgarna; 02-04-2009, 10:55 PM.
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    • #32
      Hello Guys,

      Here is my problem (As in first post):

      Resolution is very big 7016 x 4960 (A3 300Dpi) so I'm using stripped render with backburner

      I'm using 32 render nodes :
      6Gb each
      Q6600 mostly, some Q5550 and some i7 920



      Here are my settings : (No GI)



      Here is my camera set :



      Light Set :





      I made 9 test :

      1 ) base test : stripped problem

      2 ) Base + Camera distortion set to 0 : Stripped problem

      3 ) Base + Max Standard Camera : Stripped problem

      4 ) Base + Low Thread Priority off : Stripped problem

      5 ) Base + Environment Map into vray environment map instead of an invisible sphere with the map... : Stripped problem

      6 ) Base + Reflection refraction OFF : No problem !!!

      7 ) Base + Dynamic instead of Static : Stripped problem

      8 ) Base + Work in camera Space ON + Standard Max Camera : Stripped problem

      9 ) Base + Filter Maps OFF : Stripped problem



      Last test I'll stop vray licence server, all render nodes, backburner server... restart all and re-render base...


      I'll tell you...

      Best regards...



      [Edit :]

      Same problem with all server restarted...

      It's driving me mad !!!
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      • #33
        1st, sorry for triple posting...

        But I really need help !!!

        10 ) Same as base + The main material directly to the object, no override material : NO MORE PROBLEM !!!

        11 ) Same as base but Adaptive Subdivision instead of aDMC : Stripped Problem

        12 ) Same as base + Mask Shader assign to all object + Override Mat : Stripped Problem

        13 ) Same as base + Quadratic Filter instead of VrayLanczos : Stripped Problem

        14 ) Same as base + main material assign to 2 objects visible in the camera + Override Mat : NO MORE PROBLEM !!!



        The only think that work is to directly assign the main shader to the scene's object an remove the override mat. The strange think is that rendering work without refl/refr...

        I think there is a little problem between override material and Refl/Refr ...
        I don't have any problem with simpler multisub (ex : mask pass, dirt pass, ZBuf pass ...)

        maybe there is a little problem between override material and multisub and refl/refr


        I'll try to launch render from another workstation just in case...
        and at last I'll try to make a simple scene with the same bug without NDA problem and I'll sent it to Vlado...

        Best regards.


        PS: I don't think many people are working only with override mat... so this bug is not a common one... but it's a serious one for us...

        The multisub that cause problem look like that :

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        • #34
          Hello Valdo, did you get my email ?

          Any problem downloading the file ?

          I can't PM you because your inbox is full ! Very strange


          Best regards...
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          • #35
            Following on from what Tricky said, I've seen this problem before and every time it's been because of UNC file paths not being used on something, quite often an HDRI environment or a single bitmap somewhere
            http://www.glass-canvas.co.uk

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            • #36
              Originally posted by GLASS-CANVAS View Post
              Following on from what Tricky said, I've seen this problem before and every time it's been because of UNC file paths not being used on something, quite often an HDRI environment or a single bitmap somewhere
              Even with include maps, I've got the problem... so it's not just a UNC problem...


              How to explain 10 launch of Test01, 10 time problem and 10 launch of Test14 and no more problem...


              Best regards...
              My Flickr

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              • #37
                did you compute an irr map and a lc map to be used by all your slaves before rendering ? this might solve the problem i think, no ?

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                • #38
                  Originally posted by MikeeMax View Post
                  did you compute an irr map and a lc map to be used by all your slaves before rendering ? this might solve the problem i think, no ?
                  No GI at all !


                  To Vlado :

                  I've got this problem, with deadline and Max 2009 (So it's not a bburner issue)
                  On another scene, same setup (No GI, + GI and precalculated Light cache + Brut force)

                  Any idea ?

                  Did you get my email ?


                  Best regards...
                  Last edited by stilgarna; 22-05-2009, 02:56 AM.
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                  • #39
                    Hello Vlado...

                    Sorry for double posting...

                    But I've git this problem with another scene. (max 2008 + Vray 1.5Sp2)


                    What I've noticed is that I've got less problem with dynamic than static.

                    I think It's a combined problem between vray + heavy multisub (more than 20 - 30 shaders)... maybe I'm wrong. Maybe it's just a max problem with heavy multisub.

                    Did you have time for looking the scene I've sent you ?

                    I can't make any test with SP3... we're still in production with many SP2 projects and we don't have time to go into trouble (because, we are already in !!!)

                    Best regards...
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