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Problems Using DR Spawner for Animation?

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  • #16
    Re: Problems Using DR Spawner for Animation?

    I won't be able to confirm this till at best Monday (doing a lot of training these days). My initial reaction is that it doesn't make a difference. When we render an animation from SU, the scene transition and delay only determine the camera positions at given time intervals. After we grab that its all the same. The only thing I could see "tipping" the scales the other way is the 1 fps setting, although I have no idea why that would make a difference. We tried absolutely everything within the existing spawner/vfsu sequence structure to get this to work including "nuking" the spawner...nothing worked. So, needless to say I'm a little speculative at the moment.
    Damien Alomar<br />Generally Cool Dude

    Comment


    • #17
      Re: Problems Using DR Spawner for Animation?


      Once it was big fight, to make our DR working ... at it works trust me ;D

      here are some proofs ...

      screens
      scene 01

      scene 04



      and text....

      ***********************************
      Beginning render sequence
      Preparing renderer...
      Preparing scene for rendering.
      [RenderView] startCameraTime=0.000000, endCameraTime=7.000000
      [RenderView] numCameraTMs=14, numFrames=7, frameSamples=2
      Initializing built-in VFB.
      [RenderView] startCameraTime=0.000000, endCameraTime=7.000000
      [RenderView] numCameraTMs=14, numFrames=7, frameSamples=2
      Starting DR
      Connected to render host 192.168.3.122
      Connected to render host 192.168.3.124
      Connected to render host 192.168.3.125
      Connected to render host 192.168.3.119
      Using 4 hosts for distributed rendering.
      Preparing camera sampler.
      Preparing scene for frame.
      Scene transferred to jwcz20
      Scene transferred to jwcz19
      Scene transferred to jwcz24
      Scene transferred to jwcz17

      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

      Server 192.168.3.122: Scene loaded; starting render.
      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
      Server 192.168.3.119: Scene loaded; starting render.
      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
      Server 192.168.3.125: Scene loaded; starting render.
      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

      Compiling geometry.
      Server 192.168.3.124: Scene loaded; starting render.
      Server 192.168.3.119: Starting frame 0.
      Server 192.168.3.125: Starting frame 0.
      Server 192.168.3.122: Starting frame 0.
      Server 192.168.3.124: Starting frame 0.

      Preparing ray server.
      Creating and initializing 2 thread(s).
      Allocating memory for build data of 502828 faces (14079184 bytes, 13.4 MB).
      Initializing face build data.
      Creating 'done' event.
      Starting first thread.
      Waiting for thread completion.
      Releasing thread resources.
      Preparing faces for intersection tests.
      SDTree statistics:
      Total number of faces stored: 502828
      Max tree depth: 45
      Average tree depth: 25.7228
      Number of tree nodes: 84801
      Number of tree faces: 1073623
      Number of tree leafs: 35125
      Average faces/leaf: 30.5658
      Memory usage: 30.67 MB
      Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
      Preparing direct light manager.
      Preparing global light manager.
      Irradiance sample size is 84 bytes
      Photon size is 56 bytes.
      Light cache sample size is 120 bytes.
      1 interpolation maps registered
      Rendering interpolation maps with minRate=-3 and maxRate=-2
      Setting up 2 thread(s)
      Bitmap file "S:\JW_Image_Templates\WOOD\max desks\MAXtiles07_b030.jpg" loaded.

      Sending 840004 bytes of irradiance map to jwcz24
      Threads completed
      Calling endPass() on irradiance maps
      Sending 840004 bytes of irradiance map to jwcz24
      Sending 410512 bytes of irradiance map to jwcz24
      Calling prePassDone() on irradiance maps
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 410512 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz19
      Sending 840004 bytes of irradiance map to jwcz19
      Sending 410512 bytes of irradiance map to jwcz19
      Sending 840004 bytes of irradiance map to jwcz17
      Image prepass completed.
      Rendering image.
      Setting up 2 thread(s)
      Sending 840004 bytes of irradiance map to jwcz17
      Sending 410512 bytes of irradiance map to jwcz17
      Threads completed
      Waiting for DR to finish
      Number of raycasts: 123616818
      Clearing global light manager.
      Clearing direct light manager.
      Clearing ray server.
      Clearing geometry.
      Clearing camera image sampler.
      Clearing camera sampler.
      Clearing DMC sampler.
      Clearing path sampler.
      Clearing color mapper.
      Successfully written image file "J:\9007-Leisure\Competition sportovni hala\images\testosteron\111.jpg"
      Preparing camera sampler.
      Preparing scene for frame.
      Server 192.168.3.119: Starting frame 1.
      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

      Server 192.168.3.122: Starting frame 1.
      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

      Server 192.168.3.125: Starting frame 1.
      Server 192.168.3.124: Starting frame 1.

      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

      Compiling geometry.
      Preparing ray server.
      Creating and initializing 2 thread(s).
      Allocating memory for build data of 502828 faces (14079184 bytes, 13.4 MB).
      Initializing face build data.
      Creating 'done' event.
      Starting first thread.
      Waiting for thread completion.
      Releasing thread resources.
      Preparing faces for intersection tests.
      SDTree statistics:
      Total number of faces stored: 502828
      Max tree depth: 45
      Average tree depth: 25.7228
      Number of tree nodes: 84801
      Number of tree faces: 1073623
      Number of tree leafs: 35125
      Average faces/leaf: 30.5658
      Memory usage: 30.67 MB
      Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
      Preparing direct light manager.
      Preparing global light manager.
      Irradiance sample size is 84 bytes
      Photon size is 56 bytes.
      Light cache sample size is 120 bytes.
      1 interpolation maps registered
      Rendering interpolation maps with minRate=-3 and maxRate=-2
      Setting up 2 thread(s)
      Sending 840004 bytes of irradiance map to jwcz19
      Sending 840004 bytes of irradiance map to jwcz24
      Sending 840004 bytes of irradiance map to jwcz19
      Threads completed
      Calling endPass() on irradiance maps
      Sending 840004 bytes of irradiance map to jwcz24
      Sending 416140 bytes of irradiance map to jwcz19
      Sending 416140 bytes of irradiance map to jwcz24
      Calling prePassDone() on irradiance maps
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz17
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz17
      Sending 416140 bytes of irradiance map to jwcz20
      Sending 416140 bytes of irradiance map to jwcz17
      Image prepass completed.
      Rendering image.
      Setting up 2 thread(s)
      Threads completed
      Waiting for DR to finish
      Number of raycasts: 106523074
      Clearing global light manager.
      Clearing direct light manager.
      Clearing ray server.
      Clearing geometry.
      Clearing camera image sampler.
      Clearing camera sampler.
      Clearing DMC sampler.
      Clearing path sampler.
      Clearing color mapper.
      Successfully written image file "J:\9007-Leisure\Competition sportovni hala\images\testosteron\111.jpg"
      Preparing camera sampler.
      Preparing scene for frame.
      Server 192.168.3.124: Starting frame 2.
      Server 192.168.3.119: Starting frame 2.
      Server 192.168.3.122: Starting frame 2.
      Server 192.168.3.125: Starting frame 2.

      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
      Compiling geometry.
      Preparing ray server.
      Creating and initializing 2 thread(s).
      Allocating memory for build data of 502828 faces (14079184 bytes, 13.4 MB).
      Initializing face build data.
      Creating 'done' event.
      Starting first thread.
      Waiting for thread completion.
      Releasing thread resources.
      Preparing faces for intersection tests.
      SDTree statistics:
      Total number of faces stored: 502828
      Max tree depth: 45
      Average tree depth: 25.7228
      Number of tree nodes: 84801
      Number of tree faces: 1073623
      Number of tree leafs: 35125
      Average faces/leaf: 30.5658
      Memory usage: 30.67 MB
      Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
      Preparing direct light manager.
      Preparing global light manager.
      Irradiance sample size is 84 bytes
      Photon size is 56 bytes.
      Light cache sample size is 120 bytes.
      1 interpolation maps registered
      Rendering interpolation maps with minRate=-3 and maxRate=-2
      Setting up 2 thread(s)
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 806488 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz24
      Sending 840004 bytes of irradiance map to jwcz24
      Sending 806488 bytes of irradiance map to jwcz24
      Threads completed
      Calling endPass() on irradiance maps
      Calling prePassDone() on irradiance maps
      Sending 840004 bytes of irradiance map to jwcz19
      Sending 840004 bytes of irradiance map to jwcz19
      Sending 806488 bytes of irradiance map to jwcz19
      Sending 840004 bytes of irradiance map to jwcz17
      Sending 840004 bytes of irradiance map to jwcz17
      Sending 806488 bytes of irradiance map to jwcz17
      Image prepass completed.
      Rendering image.
      Setting up 2 thread(s)
      Threads completed
      Waiting for DR to finish
      Number of raycasts: 108609755
      Clearing global light manager.
      Clearing direct light manager.
      Clearing ray server.
      Clearing geometry.
      Clearing camera image sampler.
      Clearing camera sampler.
      Clearing DMC sampler.
      Clearing path sampler.
      Clearing color mapper.
      Successfully written image file "J:\9007-Leisure\Competition sportovni hala\images\testosteron\111.jpg"
      Preparing camera sampler.
      Server 192.168.3.124: Starting frame 3.
      Preparing scene for frame.
      Server 192.168.3.125: Starting frame 3.
      Server 192.168.3.119: Starting frame 3.
      Server 192.168.3.122: Starting frame 3.

      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

      Compiling geometry.
      Preparing ray server.
      Creating and initializing 2 thread(s).
      Allocating memory for build data of 502828 faces (14079184 bytes, 13.4 MB).
      Initializing face build data.
      Creating 'done' event.
      Starting first thread.
      Waiting for thread completion.
      Releasing thread resources.
      Preparing faces for intersection tests.
      SDTree statistics:
      Total number of faces stored: 502828
      Max tree depth: 45
      Average tree depth: 25.7228
      Number of tree nodes: 84801
      Number of tree faces: 1073623
      Number of tree leafs: 35125
      Average faces/leaf: 30.5658
      Memory usage: 30.67 MB
      Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
      Preparing direct light manager.
      Preparing global light manager.
      Irradiance sample size is 84 bytes
      Photon size is 56 bytes.
      Light cache sample size is 120 bytes.
      1 interpolation maps registered
      Rendering interpolation maps with minRate=-3 and maxRate=-2
      Setting up 2 thread(s)
      Sending 840004 bytes of irradiance map to jwcz19
      Sending 840004 bytes of irradiance map to jwcz17
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz24
      Threads completed
      Sending 840004 bytes of irradiance map to jwcz19
      Calling endPass() on irradiance maps
      Sending 840004 bytes of irradiance map to jwcz17
      Calling prePassDone() on irradiance maps
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz24
      Sending 840004 bytes of irradiance map to jwcz19
      Sending 840004 bytes of irradiance map to jwcz17
      Image prepass completed.
      Rendering image.
      Setting up 2 thread(s)
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz24
      Sending 154480 bytes of irradiance map to jwcz19
      Sending 154480 bytes of irradiance map to jwcz17
      Sending 154480 bytes of irradiance map to jwcz20
      Sending 154480 bytes of irradiance map to jwcz24
      Threads completed
      Waiting for DR to finish
      Number of raycasts: 135598855
      Clearing global light manager.
      Clearing direct light manager.
      Clearing ray server.
      Clearing geometry.
      Clearing camera image sampler.
      Clearing camera sampler.
      Clearing DMC sampler.
      Clearing path sampler.
      Clearing color mapSuccessfully written image file "J:\9007-Leisure\Competition sportovni hala\images\testosteron\111.jpg"
      Preparing camera sampler.
      Preparing scene for frame.
      Server 192.168.3.122: Starting frame 4.
      Server 192.168.3.124: Starting frame 4.

      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

      Server 192.168.3.125: Starting frame 4.
      Server 192.168.3.119: Starting frame 4.


      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
      Compiling geometry.
      Preparing ray server.
      Creating and initializing 2 thread(s).
      Allocating memory for build data of 502828 faces (14079184 bytes, 13.4 MB).
      Initializing face build data.
      Creating 'done' event.
      Starting first thread.
      Waiting for thread completion.
      Releasing thread resources.
      Preparing faces for intersection tests.
      SDTree statistics:
      Total number of faces stored: 502828
      Max tree depth: 45
      Average tree depth: 25.7228
      Number of tree nodes: 84801
      Number of tree faces: 1073623
      Number of tree leafs: 35125
      Average faces/leaf: 30.5658
      Memory usage: 30.67 MB
      Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
      Preparing direct light manager.
      Preparing global light manager.
      Irradiance sample size is 84 bytes
      Photon size is 56 bytes.
      Light cache sample size is 120 bytes.
      1 interpolation maps registered
      Rendering interpolation maps with minRate=-3 and maxRate=-2
      Setting up 2 thread(s)
      Bitmap file "S:\JW_Image_Templates\WOOD\Wood Floors Texture Collection\oakhb.jpg" loaded.
      Sending 840004 bytes of irradiance map to jwcz17
      Sending 840004 bytes of irradiance map to jwcz17
      Sending 840004 bytes of irradiance map to jwcz17
      Sending 840004 bytes of irradiance map to jwcz17
      Sending 245872 bytes of irradiance map to jwcz17
      Sending 840004 bytes of irradiance map to jwcz24
      Sending 840004 bytes of irradiance map to jwcz24
      Threads completed
      Calling endPass() on irradiance maps
      Sending 840004 bytes of irradiance map to jwcz24
      Calling prePassDone() on irradiance maps
      Sending 840004 bytes of irradiance map to jwcz24
      Sending 245872 bytes of irradiance map to jwcz24
      Image prepass completed.
      Rendering image.
      Setting up 2 thread(s)
      Sending 840004 bytes of irradiance map to jwcz19
      Sending 840004 bytes of irradiance map to jwcz19
      Sending 840004 bytes of irradiance map to jwcz19
      Sending 840004 bytes of irradiance map to jwcz19
      Sending 245872 bytes of irradiance map to jwcz19
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 840004 bytes of irradiance map to jwcz20
      Sending 245872 bytes of irradiance map to jwcz20
      Threads completed
      Waiting for DR to finish
      Number of raycasts: 64879172
      Clearing global light manager.
      Clearing direct light manager.
      Clearing ray server.
      Clearing geometry.
      Clearing camera image sampler.
      Clearing camera sampler.
      Clearing DMC sampler.
      Clearing path sampler.
      Clearing color mapper.
      Successfully written image file "J:\9007-Leisure\Competition sportovni hala\images\testosteron\111.jpg"
      Preparing camera sampler.
      Preparing scene for frame.
      Server 192.168.3.125: Starting frame 5.
      Server 192.168.3.124: Starting frame 5
      .

      Server 192.168.3.119: Starting frame 5.

      Server 192.168.3.122: Starting frame 5.

      MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

      Releasing thread resources.
      Preparing faces for intersection tests.
      SDTree statistics:
      Total number of faces stored: 502828
      Max tree depth: 45
      Average tree depth: 25.7228
      Number of tree nodes: 84801
      Number of tree faces: 1073623
      Number of tree leafs: 35125
      Average faces/leaf: 30.5658
      Memory usage: 30.67 MB
      Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
      Preparing direct light manager.
      Preparing global light manager.
      Irradiance sample size is 84 bytes
      Photon size is 56 bytes.
      Light cache sample size is 120 bytes.
      1 interpolation maps registered
      Rendering interpolation maps with minRate=-3 and maxRate=-2
      Setting up 2 thread(s)

      .
      .
      .
      .
      .



      .
      .

      .
      .
      .

      .
      .

      and this can continued ....

      hope it will help you to understand the setting ...and rest


      ;D


      Comment


      • #18
        Re: Problems Using DR Spawner for Animation?

        So I have confirmed vtrdo's animation method, so far so good. This will save me days and possibly weeks or render time, thanks!
        - Doweth!

        Comment


        • #19
          Re: Problems Using DR Spawner for Animation?

          you are welcome

          yap, lot of overnight stays in the office, just to fire render button

          Comment


          • #20
            Re: Problems Using DR Spawner for Animation?

            I can also confirm that this work around does work. I had 16 cores working on something last night. There is one problem that I have encountered though and I hope someone may have a solution?...if you want to have a fairly smooth animation you need to use about 25-30 frames per second and sketchup only allows you to extend the length between scenes to a max of 100 and that only gives you about 3-4 seconds of animation time...is there anyway to go beyond that 100, because I am trying to compile an animtaion that completely eliminates that jerky SU camera movements by only using two scenes but making them about 10 seconds long between scenes. That means I need about 300 frames instead of the limited 100 that this work around suggests. Anyone think they could figure this one out? because I am out of ideas right now, and its pretty dissappointin since the spawner actuallly does work.

            Comment


            • #21
              Re: Problems Using DR Spawner for Animation?

              Maybe you could use the flightpath ruby (which will create a custom smooth camera path by generating hundreds of scenes) with 1 sec transition time, VfSU output 1 frame per sec. Not sure if it'll work (I don't use DR), but it's worth a try.

              http://www.smustard.com/script/FlightPath
              SU 2018 + VfSU 4.0

              Comment


              • #22
                Re: Problems Using DR Spawner for Animation?

                Originally posted by steelers05
                I can also confirm that this work around does work. I had 16 cores working on something last night. There is one problem that I have encountered though and I hope someone may have a solution?...if you want to have a fairly smooth animation you need to use about 25-30 frames per second and sketchup only allows you to extend the length between scenes to a max of 100 and that only gives you about 3-4 seconds of animation time...is there anyway to go beyond that 100, because I am trying to compile an animtaion that completely eliminates that jerky SU camera movements by only using two scenes but making them about 10 seconds long between scenes. That means I need about 300 frames instead of the limited 100 that this work around suggests. Anyone think they could figure this one out? because I am out of ideas right now, and its pretty dissappointin since the spawner actuallly does work.
                I haven't been able to test this out yet, but based on the way the work-around works, can't you first create your scenes in SketchUp, then go into the SU animation settings and set the scene transition to 25 seconds per scene? Then, go into the VRay options and set the animation output settings to 1 frame per second. I suppose this won't really help fix the camera jerk problem, but it should let you render the entire animation in one sitting without having to break it up into several 3-4 second segments.

                Also, one interesting thing to point out, VTRDO said to set the "MODE to single frame." Which primary and secondary rendering engines are being used? Whenever I've done animations on VRay, I've used IRmap as my primary engine and Light Cache as my secondary. I've used both the Single Frame and Incremental Add to Map modes for the IRmap, but have always used the Flythrough mode for the Light Cache.

                I'm not sure which rendering engines were used for this work-around, but I have a feeling that the "Single Frame Mode" is the key to why the work-around works. (I haven't been able to get it to work yet, but given some the these responses, it must work and I must still be doing something wrong.) Like Damien, I couldn't quite see what difference it would make by setting the frame rate to 1 frame per second.

                Can someone let me know what rendering engines were used for the work-around and what mode each rendering engine was in? Also, has anyone tried keeping whatever rendering engine it is to single frame mode and then increased the frame rate to something other than 1 frame per second?

                Sorry for the long post ;D
                I am currently using V-Ray 1.49.01.
                SketchUp 8.0.11752
                Windows 7 Professional-64 bit
                Intel(R) Core(TM) i5 K655 @ 3.20GHz
                8.00GB of RAM, 1.2TB Hard Drive

                Marcus McLin, Intern - Serena Sturm Architects

                Comment

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