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  • Distributed Rendering

    Why, when utilizing distributed rendering does RT sometimes hang on "Building dynamic mesh trees"? I am able to successfully use DR for both Advanced and RT with CPU and CUDA so I know everything is functional but I have a fairly simple single frame exterior that sits at "Building dynamic mesh trees" for longer than I'm willing to even wait. What is "Building dynamic mesh trees"? Also, in the RT render server message box, I see the error message "warning: Irradiance map GPU: currently only loading a map from file is supported!". It doesn't matter if it's Brute Force/ Light Cache or Brute Force/ Brute Force.
    Last edited by spohn_ranch; 23-06-2017, 10:46 AM.

  • #2
    The warning is safe to ignore.
    Which V-Ray version is that? There was a bug causing it to take much longer in Building dynamic mesh trees than it was supposed. Do you by any chance have instances, that have many faces in them?

    Best,
    Blago.
    V-Ray fan.
    Looking busy around GPUs ...
    RTX ON

    Comment


    • #3
      I'm using Vray 3.50.04.

      The file contains 3 evermotion trees and one instance of an evermotion tree. It has a forest pack pro lawn and and 2 forest pro scatters with custom objects consisting of evermotion plants. They are fairly small scatters but I did not convert them to proxies before putting them in forest pack. I have some rocks some of which I may have instanced and may have a fair amount of faces (I'm not at my rendering/ max stations right now to check. I added some of these rocks to a multiscatter so some instances may have ended up in the multiscatter - I don't know if that makes a difference. The rest of the scene is comprised of solids imported from AutoCAD which, as you know, become 3ds meshes. I tried deleting the trees and the multiscatter and it still hung on building dynamic mesh trees.

      I am new to distributed rendering. I just made a large investment in hardware and a stand alone seat to utilize DR and am super hyped to incorporate it into my workflow.

      BTW, I had another problem before I added DR to the mix that you might be interested in as I've seen that other users have run into it and I could never find a solution on the internet. I would sometimes get a warning that the scene bounding box was too large and that it would create issues for.., ray casting.., I think. Anyway, through the process of elimination I discovered that the issue was with a particular imported AutoCAD solid that had some complex geometry and a history of a lot of edits in its creation. After I detached the elements/ faces that comprised it the problem went away. Prior to that I noticed that when I tried to move the pivot to the center of the object I couldn't see it. After detaching stuff, each element had it's own new pivot that was centered to it correctly. This may be more of a 3ds Max issue but it showed a warning in Vray. If you weren't aware of this problem/ solution before maybe you will be able to help others with this info in the future,

      I am a big fan of Vray and committed to it. I am pulling for Vray advanced and RT to be the best renderers out there. I look forward to the next releases and seeing added functionality and speed. I particuarly hope you add the ability to use distance tex and gradient edge map (3rd party plug in) to RT as well as being able to change depth of field with a slider or a mouse pointer click (like Octane) - that is so bad ass.

      Thanks for your help.

      Comment


      • #4
        You can ignore the bounding box warning.
        Btw, you can change the depth of field since 3.5 (search for "set focus distance" here https://docs.chaosgroup.com/display/...Buffer+%7C+VFB). Make sure to use phisical camera if you want to change DoF/focus with RT though.
        We will release 3.6 very soon - I would suggest to either wait a (very few days) and try to see if it loads the scene faster with it. Or send the scene to support so they can check for you. Either way, if it is still slow with the upcoming 3.6, it will be nice to have the scene here so we can fix it.

        Regarding the 3rd party textures - it is very tempting for adding all of these, but the better (more efficient in terms of GPU hardware) way would be for those Gradient Edge / etc devs to use the V-Ray GPU GLSL or MDL textures and implement them by themselves.

        Thanks for the feedback!

        Best,
        Blago.
        V-Ray fan.
        Looking busy around GPUs ...
        RTX ON

        Comment

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