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Phantom duplicate render channels and vrscene and deadline

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  • Phantom duplicate render channels and vrscene and deadline

    So I have another weird issue that we've been able to roughly confirm as a repeatable issue. Basically it comes down to duplicate render channels not being recognized by vray, and something in the vrscene export scuttling the Deadline submission because of it. I'll try to lay it out as best I can:

    We have premade render settings (saved as a vropt file) and presaved render channels (saved as vrmat files - note we have 2 custom named channels, the rest are defaults), both saved to a networked drive for our studio to access. Loading the render presets is fine, however, loading the render channels can be tricky. What happens is our staff will find and highlight all the channels in that folder, and drag them into the scene - which doesn't work, it only loads 1 (or so we think). So they will select all channels again and then right click, and load all channels to the scene. This action in itself seems harmless, but it actually loads the channels twice into the scene and asset editor, without vray recognizing the duplicate render channels (more on this in a bit).

    When it comes time to render, we will export a vrscene, and submit a tiled job to Deadline (which auto creates an assembly job). The system is flawless EXCEPT when the above happens, the assembly job isn't created. The only solution I've been able to implement is to start with a brand new SKP model, import the previous botched one, reloading render settings and render channels and submitting to Deadline (which works again). Digging around the vrscene files for both the good and bad versions, I've narrowed the differences down to this:

    Code:
    RenderChannelZDepth _Z_Depth {
      name="Z_Depth";
      depth_from_camera=1;
      depth_black=500;
      depth_white=0;
      depth_clamp=1;
      filtering=1;
    }
    
    RenderChannelZDepth _Z_Depth_1 {
      name="Z_Depth";
      depth_from_camera=1;
      depth_black=500;
      depth_white=0;
      depth_clamp=1;
      filtering=1;
    }
    This is repeated for almost all the render channels, however, in the asset editor, vray does not recognize there are duplicates in the scene. More over, when the channels are removed, these duplicates are still there (albeit hidden), and still cause a botched vrscene file and Deadline submission - the entire SKP file is ruined and you have to start fresh and import the geometry into that new skp model.

    I can provide vrscene files for comparison, if you need any other info about our process, just let me know. Thanks!




  • #2
    Hi delineator,

    Thank you for reporting this!
    I'v located the issue easily and it'll be resolved right away.
    No additional info is needed.

    Konstantin

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