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  • Instance shapes scaling randomly per frame

    Hello, I have a scene that has many instance geo on particles. I am attempting to render this on my render farm. when I send the vrscene creation to the farm and then the vray standalone render job I get a render that glitches on every frame with the geo scaling up and down per frame, as if pscale were randomized on every frame. However when I export the vrscene from my local workstation and send that to the renderfarm I get a stable render where there are no glitches. I have been looking into basic config stuff on my farm versus my workstation but I haven't been able to see any differences. I am using Houdini 18.5.351 with vray 50050 on windows 10. I am using Deadline as my farm manager.

    If anyone has any ideas on what this is, I would love to know. thanks

    Best, Christian

  • #2
    That's something that could happen when V-Ray versions for the standalone and the local VFH mismatch - usually we assign the VFH version as a standalone, to make sure they match.
    Hristo Velev
    MD/FX Lead, Bottleship VFX
    Sofia, Bulgaria

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    • #3
      That was a great idea, I was running standalone instead of standalone from vfh. So I corrected that and ran another test render. Unfortunately, I got the same result. Another idea I had was to produce a vrscene file of the same frame locally and then from the render farm and run a diff on them. I ran the diff and there are differences between the two, specifically it seems with assigning meshes to the instances. I would love for someone at support to look at these files but they are too big to upload here.

      Thanks.

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      • #4
        What if you replace the alembics with boxes, will get small but the pscale would still be in effect.
        Hristo Velev
        MD/FX Lead, Bottleship VFX
        Sofia, Bulgaria

        Comment


        • #5
          ok, the boxes worked fine, no glitches. The difference is that I am not using packed alembics. I am using internal referencing with the op: syntax. In my point wrangle I changed this snippet:

          int inst = int(rint(fit01(rand(@id), chi('Min"), chi("Max"))));
          "s@instancepath = sprintf("op:/obj/Dirt_Geo/OUT_DIRT%s", inst);"

          to this:
          "s@instancepath = sprintf("op:/obj/Dirt_Geo/OUT_BOX");

          Does this mean I should use packed alembics of my geo instead? I am trying to feed four or so variations of the geo on my particles.

          Thanks.

          best, Christian

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          • #6
            Yes packed alembics work great for standalone rendering
            Hristo Velev
            MD/FX Lead, Bottleship VFX
            Sofia, Bulgaria

            Comment


            • #7
              I tried this with packed alembics and I got the same result.
              so I had an idea to see if the geo was scaling or swapping on every frame.
              I assigned different colors to each and did a test render and found that
              the geo was swapping and not actually scaling. I am deleting the particles after
              they reach a certain height so I know the particle numbers are changing, which is why
              I made sure to use the @id for the random assignment as this should not change after
              particles are reaped (or that is my understanding). So, as a workaround I scaled the particles
              down to 0 instead of deleting them so that I could retain particle numbers. I did a test render with
              this and the render came out fine, no glitches.

              The box example worked because I was not assigning different types of geo to the particles.

              So, having said all that, I am not totally sure why @id works when I do a local scene export and why
              it does not work when I send the exporting to my renderfarm. Could this be a bug? I double checked to make sure that
              @id was not changing and did animation previews before sending and everything looked good. I also noticed that vrscene files
              make note whether or not the scene is being exported interactive or not, so maybe that's a factor too, I am not sure.

              I am using an instance SOP with a point wrangle to assign geo to the particles.

              I know you are pretty experienced with this workflow so I am hoping with this new information you might have some idea
              of what's going on here.

              Thanks.

              Best, Christian

              Comment


              • #8
                You can mimic the different shapes by having a box and a sphere, and see how it works. If you post a scene or a screenshot at least it would tell the story better - not sure how exactly you're doing it, and there's so many options
                Hristo Velev
                MD/FX Lead, Bottleship VFX
                Sofia, Bulgaria

                Comment

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