Everybody knows the "stuck bucket" phenomenon. Dynamic splitting being imperfect, it's still an issue from time to time.
I don't know if it's easy or hard to implement, but what about an "early termination timer" that stop the rendering of a bucket if the limit is reached.
I had yesterday 2 buckets 64x64 stuck for hours (litterally 4 hours for 2 buckets on a 4k rendering usually rendered in 1h) while in a rush, no time to debug. We just had to save the passes manually from the farm and "draw" the missing buck in photoshop (10 minutes )
A timer, for example 10 minutes/bucket (which is already huge for 4096 pixels ) stops the rendering of this part where it is and moves on.
Reducing the bucket size was not really an option since we still work with IM.
I don't know if it's easy or hard to implement, but what about an "early termination timer" that stop the rendering of a bucket if the limit is reached.
I had yesterday 2 buckets 64x64 stuck for hours (litterally 4 hours for 2 buckets on a 4k rendering usually rendered in 1h) while in a rush, no time to debug. We just had to save the passes manually from the farm and "draw" the missing buck in photoshop (10 minutes )
A timer, for example 10 minutes/bucket (which is already huge for 4096 pixels ) stops the rendering of this part where it is and moves on.
Reducing the bucket size was not really an option since we still work with IM.
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