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  • Brightness changes on farm renders

    We are on an older nightly build from 12/13/10 We've just been too busy since then to change things much... but we are now seeing some oddities that for whatever reason haven't popped up before.

    Most of our farm has hyperthreading turned off, since we were experiencing instability. A few machines have it turned on, for testing.

    one of those machines are rendering frames slightly darker than other machines, but they are identical in build and vray version.

    Not only are the beauty passes ever so slightly darker... but the multimattes are rendering below 1 in their respective channels. as in something like RGand B = .978

    This causes BIG value differences in our comps where we use the multimattes to generate masks, so a nearly imperceptible difference in values accumulates to major flickering.

    We have isolated it to generally happen on the hyperthreaded machines, but occasionally a machine that is not hyperthreaded has the problem as well... so I can't say it's the hyperthreading difference that is the cause of the problem... just that the hyperthreaded machines exhibit the problem far more consistently. Any idea?

    For the time being, we are aware of the issue, and using colorcorrects and clamps on the multimatte passes to keep them reliable... but this is an annoying little bugger.

    Andrew

  • #2
    Do you have the distributed render box checked on in the globals?
    I've found that if I have that checked when rendering a batch the nodes try to distribute the frames to themselves and I get an issue just like that.
    If you turn it off it should be fine.
    - Brandon

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    • #3
      Thanks for the info! I'll have to double check that. We are pretty good to turn that off for submission, but since we don't have a submission script doing that automatically, It could have slipped through. Thanks.

      Andrew

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      • #4
        Is it a consistent issue (e.g. a machine always renders this way), or it happens randomly? Odd that it affects all render elements, but it might be a clue...

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

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        • #5
          I think I may have found the issue; there was a bug that could cause this effect. It is fixed now for newer 2.0 builds; I will also port it to the 1.5 branch.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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          • #6
            Thanks Vlado. We've seen it pop up before, so Hopefully you've smashed that issue The problem was almost entirely related to one machine that was hyperthreaded where the others were not. The problem is, it was not entirely exclusive to that machine. A few frames were rendered by non-hyprethreaded, "other" machines. So we can't say it was isolated to a consistent machine.

            Do you think having distributed render toggled on during a farm render might have anything to do with it?

            Andrew

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            • #7
              Originally posted by aweidenhammer View Post
              Do you think having distributed render toggled on during a farm render might have anything to do with it?
              If it is the same problem, then having DR on might have made the problem occur more often (although the issue was elsewhere and unrelated to DR as such).

              Best regards,
              Vlado
              I only act like I know everything, Rogers.

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              • #8
                Originally posted by vlado View Post
                I think I may have found the issue; there was a bug that could cause this effect. It is fixed now for newer 2.0 builds; I will also port it to the 1.5 branch.
                Has it been ported to the latest 1.5 nightly (15067)?
                Best Regards,
                Fredrik

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