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23.000 pixel tiled render, 13 fur strands, progressive mode and Deadline. Urgent please...commercial work.

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  • 23.000 pixel tiled render, 13 fur strands, progressive mode and Deadline. Urgent please...commercial work.

    Hi team,

    I'm in the process to render a huge furred horse head with 13 MLL yeti fur strands at 23k resolution.

    All is fine at 500px or 2.000px, but I need to tile the render to push up to 23k so I used Deadline. The cuestion is the same.

    In deadline all is fine for 500px or 2000px but when I need 23 px the task stop when calculating the frame infinitely and the log says succes without starting the render.


    I do not have the log because it was deleted but I got to read the only sentence that startled me about the normal calculation of the scene. It said something about the memory limit of the progressive method and that Vray had to rise from 2048 to 31,000 and then the task was stopped.

    Is the progressive method the best for large tasks? The Progressive method with BF + BF has seemed wonderful and fast but I should change to the Adaptive classic with IR + LC as always for this type of work?

    Any advice?

    Please it is a commercial work, I would need help ... I am going to write anyway to the support although I share it here, with these new methods it seems essential to me to learn all.

    My machine is a 5820K, 64gb GTX 1070, Vray for Maya Nightly build 3.6.01

    Thanks for your attention.

  • #2
    There is an option in Yeti to tessellate the hairs for V-Ray rendering with a default pixel size value of 4.0; you should increase it or disable that option.

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

    Comment


    • #3
      Hey Vlado, problems here.... very urgent...

      Big problem here.

      I'm doing different checks and lowering the resolution to 12.ooo px.

      No matter how you do the tile in render, Deadline or Vraytuner ... Vray consumes 100% of the final render memory at 12,000px.

      If I put 12.000 px consumes 20.gb without hair and without displacements.
      If I put 12.000px tiles in 9, it still consumes the same! It was not like this in the past.
      Of course, if I put my hair up to 64gb that is my maximum, but tileed should be good. I even tile 12x9, 108 tiles and still consume all memory!!

      Conclusion, the tiled feature it doesn't work.

      Please confirm that it may be happening and if there is something to keep in mind because otherwise I can not deliver the works.

      Comment


      • #4
        Read my post above. If you still have issues, it would be helpful if you can send me a scene to vlado@chaosgroup.com

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

        Comment


        • #5
          Hey, thanks for takin care, I will send the scene right now.

          I understand the dynamic tessellation but the following tests no longer have fur so the dinamic tesselation has nothing to do with the error.

          Please check my description of the post above, because no matter how much the scene tiles so that it occupies little memory, it continues to occupy in memory as if throwing the complete render.

          Comment


          • #6
            Hello,

            You can render an image at a very large resolution by disabling the memory buffer. You can do this in the render settings > common tab > render view > memory buffer. Set this to "none".
            This will disable the VRay frame buffer, thus significantly lowering the amount of RAM required for rendering the image and will directly write the image to disk. Just note that this option only works for the bucket sampler. The progressive sampler does not support this feature. Also you will need to save out either a vrimg or a multichannel exr file. This should allow you to render at the chosen resolution without running out of memory.

            Let me know if that helps or if you need help with anything else.
            Alex Yolov
            Product Manager
            V-Ray for Maya, Chaos Player
            www.chaos.com

            Comment

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