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Distributed Rendering - Textures problem in VfR4

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  • Distributed Rendering - Textures problem in VfR4

    Hello everybody,
    please i need help, when i try rendering with render slave in Rhino v4 with VfR4.1.00 i have a problem. Slave machine dont want load a textures from master machine. I tried rendering without AVG and firewall but the result is same. Render bucket from slave machine hasnt a textures, surface has only gray colour. But when i save all textures on the server all is good and final render is finish with all textures. I dont understand because in Rhino v3 with VfR3SR1 arent these problems on the same machines, render slave with v3 load textures without problem.
    THX for answer
    Karl

  • #2
    Re: Distributed Rendering - Textures problem in VfR4

    The vfr3sr got released a few weeks after vfr4, so there were somethings that made it into the v3release that aren't in the v4 one. I believe asset collection is one of them. Basically the slaves need all of the textures in the same file location as the host machine, which is why saving to a network drive allows the slaves to retrieve the textures. Asset collection basically automates this process when those textures aren't accessible to the slave machine. Joe is planning to release a patch release to get both apps up to speed and fix a few bugs. So until then just make sure your textures are in a place where both
    Damien Alomar<br />Generally Cool Dude

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    • #3
      Re: Distributed Rendering - Textures problem in VfR4

      Thank you very much, Dalomar

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      • #4
        Re: Distributed Rendering - Textures problem in VfR4

        Damien, some times I get the effect, that slave and master show different bright buckets (IM problem). Is it known or should I post a bug report with file?
        www.simulacrum.de - visualization for designer and architects

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        • #5
          Re: Distributed Rendering - Textures problem in VfR4

          I've seen that problem quite a bit. I think Joe tracked it down to their being some wrong with how the sun information was sent to the slaves. I'm not sure if its IM specific (some how the light information isn't being read by the IM pass only) or whether its a general issues (light info isn't reported to all calculations). Joe can probably shed more light on it at this point and let you know if he needs a scene or not.
          Damien Alomar<br />Generally Cool Dude

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          • #6
            Re: Distributed Rendering - Textures problem in VfR4

            to Micha - some times I get the effect, that slave and master show different bright buckets (IM problem). Is it known or should I post a bug report with file?

            I had a same problem, buckets from slave machine was brighter than from master one. Problem was with area light which are with some surfaces the same plane. but maybe not

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            • #7
              Re: Distributed Rendering - Textures problem in VfR4

              Thanks, it's no geometry problem, it come sometimes only.
              www.simulacrum.de - visualization for designer and architects

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              • #8
                Re: Distributed Rendering - Textures problem in VfR4

                Originally posted by dalomar
                The vfr3sr got released a few weeks after vfr4, so there were somethings that made it into the v3release that aren't in the v4 one. I believe asset collection is one of them. Basically the slaves need all of the textures in the same file location as the host machine, which is why saving to a network drive allows the slaves to retrieve the textures. Asset collection basically automates this process when those textures aren't accessible to the slave machine. Joe is planning to release a patch release to get both apps up to speed and fix a few bugs. So until then just make sure your textures are in a place where both
                Damien,
                Has or will the patch for this come soon?
                Thanks!

                -T

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                • #9
                  Re: Distributed Rendering - Textures problem in VfR4

                  Should be making its way in the early fall.
                  Damien Alomar<br />Generally Cool Dude

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