OKAY! I am going crazy. I am rebooting everything now. It’s not just my main station; this time it’s a slave. The difference is very subtle.
update… it is only my main workstation rendering out differently, and it’s still happening. Now, it might be the only one doing it right, or the only one doing it wrong. Having said that, I have my secondary bounce, which is LC, at .8. Could this be the cause? My primary is BF.
Are you using any bitmaps to drive your lighting/reflections? For example a skylight or a reflection/environment override?
I am using an HDRI in a vraydomelight
I am wiping MAX off my machine and reinstalling it. Wait a pain!!!
didn’t do a dang thing! it’s still rendering dark buckets!
I have a vray light, set as a dome, with an HDRI. I have two sky portal lights, and one omni light for my fireplace. I have four vray light materials, all are set to add light to the scene. I am pretty sure it’s not a light or material issues, because I had the same problem with this scene when I was working on the outside. When I was working on the outside I had one dome with hdri. Rebooting solves the outside, dark bucket issue, but it has returned for the inside. Now, I rendered out this scene a dozen times before the issue resurfaced.
So, what else should I try?
Odd… I noticed that the darker buckets are happening on two materials, which one is copied from the other, and both have the color correction in the diffused. Now, that wasn’t a red flag, because most all materials use that in the diffused slot. But, I am removing it on those two materials and I’ll see what happens. I know I have the color correction plug-in installed on all the machine, but something might be wacky… it does make sense. It might just be an id10t error, after all!
***NOPE, That wasn’t it!***
Interesting issue, keep us updated please. And if you can part of the scene would help a lot. Maybe if I cant reproduce it at home then it should limit it further more on ur end.
still not working. I did decrease the resolution, which rendered fine, so I set it up higher and left for home. I got home, logged in, and dark buckets! I enabled compress on save, which I remember from awhile ago, and I am running it again.
Have you tried rendering as a backburner job, to check if the slaves render the scene differently in a normal animation render job as well? (I’d submit the job once with “include maps” and once without, just to be sure)
Most of the time it’s really a bitmap like a reflection map or an HDRI not being found by the other machines (like when having the locally on your work machine or some other network issue). Some of the maps used by VRay don’t show up in the asset tracker, so those have to be checked manually. And with distributed rendering, maps aren’t “included”, as they are with submitting a job through backburner (with the option checked).
Oh, another thing I remember regarding “wrong numbers” (but I had that problem years ago with earlier versions of VRay - or maybe it was Max’s fault) is the decimal point versus the comma. The language settings on our work machine was using a decimal point for numbers, while the render slaves used the comma. Now, with the render job being started on the machine with the decimal point, the render slaves weren’t able to correctly read decimal numbers, so those were rounded to the number in front of the decimal point. That’s why light multipliers and other values rendered differently. Weird stuff. I have no idea if this is still a possible error, but for what it’s worth you might take a look at your regional settings.
I finally got it to render. I would render, see a bad bucket, and restart that spawner.Inevitably that machine would render fine, but the next one would start rendering bad buckets. I did this five time (I have five machines) and then I got a good render. Very strange behavior, for sure.
I seem to be having this problem. Was there ever a solution found?
Ignore it and it’ll finally go away. Really, it’ll stop just like it started; out of the blue.[quote=“Dariusz Makowski (Dadal), post:8, topic:40894, username:Dariusz_Makowski_Dadal”]
I seem to be having this problem. Was there ever a solution found?
[/quote]
So click render, wait for the LC to complete and IRmap to start. If dark/light buckets visible during IRmap, cancel and start again?
The dark/light IRmap buckets don’t seem to effect the final render. I ignore those. it’s the final render light/dark buckets that get you.
Yes - I have found that sometimes the affect the final render, and sometimes they don’t. I am not sure why, but my guess is that the dark buckets are ‘averaged’ out over the frame, and when a different render node renders that dark bucket, the errors are blended out.
As I think I mentioned previously, it seems to happen for me when I start cancelling and re-starting a render in quick succession. If I get the dark/light buckets issue I just cancel, give it a minute, and start again. If there’s STILL problems I’ll re-start max. I think it’s an issue with the scene or some pre-calculation failing to be properly picked up by the slaves. It’s annoying for the most part, but infuriating when you set off a production quality render at high resolution over night and you come in the next morning to fine the render’s been affected by this issue.
Think I just had a similar problem.
Did you use the VRayHDRI-texture type for your hdri’s?
If yes, try and set the ‘Color space’ to ‘From 3ds max’. That solved it for me.
