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Ragazzaccio

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  1. Tommy thank you for your reply. I apologize for the late response I have been out of town for the holiday, but I appreciate you taking the time to respond. As for the GI, I am not using any precalc-ed GI. As for check for missing maps, I had checked it and there are no missing maps. All textures are loaded from a mapped drive on the main server which holds all of our texture maps. As for the texture maps, they are rendering within the buckets assigned to the DR servers, the problem is they are rendering all washed out. The only buckets which render correctly are the buckets assigned to my local machine. My supervisor thinks there may be an issue with the client and the server not talking to each other correctly (in simplistic terms). I understand this can be a complicated issue to work through when it comes down to network problems. From your experience is there any type of specific permissions I may need to set? All machines are running Windows 7. If you can shed some light on what may be causing this problem I can try to look into what types of permissions need to be configured in order for this to work as it should. Once again I greatly appreciate your response.
  2. Processors are all Intel, but a few of them have different chips in them. Although even the buckets rendered by the machines that have the same chip as my local workstation still make washed out buckets.
  3. Hi thank you for your reply. I cant say that i do pre-calculate my GI. I'm mostly using it to try and do test renders while working on my scene making changes. Calculating GI into a file honestly wouldnt serve me very well unfortunately. If i were to use DR for final renders that would be a good solution though. Even if pre-calculating my GI would be a bypass to this problem, I would like to fix the problem entirely and try to figure out what really is going on.
  4. Here at my work I have been trying to set up distributed rendering. The problem is when the buckets of the DR servers render in the image, the color is MUCH more washed out than the buckets of my local machine. Basically my image turns out to be a checker pattern after the render is finished. It's almost as if there is a gamma problem with the DR Servers. I had opened max on all machines of the render farm and changed the gamma in the max preferences. I had enabled Gamma 2.2, with an input gamma of 2.2 and an output gamma of 1.0 which matches my local machine. I also have Affect Color Selectors and Affect Material editor checked. As for my textures, everything points to a mapped drive on our main server. I don't see how this would be a problem with the textures because the textures do render out, just extremely washed out. If anyone would be so kind to shed some light on this issue I would GREATLY appreciate it. Thank you and I hope to hear back. NOTE: This only happens with textures, it does not happen with regular Vray Shaders which have no diffuse map.
  5. Dave Ive had this problem too and totally forgot to mention it. Its happened to me a few times and I had to wind up stitching the strips together in Photoshop which was a huge pain and waste of time. Another issue I forgot to mention is that when I render to strips, I cannot render my render passes because BB will not stitch your passes together, and therefore every strip overwrites the last strip of your render passes. I'm a big fan of doing post work so this is another reason why I wanted to research DR.
  6. We always do extremely large images Erick because we work for big cooperations which usually need them high res in order to print them to presentation boards and show our proposal. Our final renders are always 2550x1650. It usually takes an entire night to render them out. Sometimes we need to make a quick change which can require only a render region. In this case we can benefit much more from DR because you cannot render to strips while rendering a region using BB. Theres many things we can use DR for in the studio. Backburner isnt bad by any means, but in certain cases its not that efficient nor practical for us.
  7. Thank you Erick. The reason we were looking to switch over is because we run into problems occasionally doing strip rendering. Sometimes the render comes out with all these strip lines in it which becomes impossible to take out in post work. This doesn't happen all the time but its definitely an occasional annoyance. Since we do mostly stills and were thinking its better to use the power of all the servers to do one frame very quickly without any worries. It will also help us while we are building our lighting and doing test renders. Doing this with backburner is not possible. We would still use backburner when we need to, but we are looking for another available tool to make our lives a little bit easier.
  8. Thank you Dave for the info. The only thing I was worried about was that it may slow my scene locally while I'm building it due to it fetching textures across the network, especially if 3 of us are doing this. Have you run into any issues by doing this? As for HDRs we rarely use them since we mostly do interior scenes. We have a library of them but we use them to do renders of equipment only so therefore our HDR library rarely ever gets updated. We were looking into a source control program such as perforce in order to sync all our textures and scenes to our server from our local machines, then have Vray read those textures for DR off the server. It was a good idea in theory but we are afraid that it will not work due to the fact that our render servers will have different user names than our local machines (of course). If this is the case it will not be able to find the textures unless there is an easy way to convert the texture paths. Any luck using source control while using DR?
  9. Thanks so much for the quick reply Tom! We mostly do stills at our studio which is the reason we have been looking into DR. It seems to be more efficient for what we do here. We occasionally do animations but very rarely. The clients we deal with usually want to have things done very quickly. My team team consists of 3 visualization artist (myself included) and the 3 of us have to constantly create texture maps of real samples from its manufacturers. We deal with a ridiculous amount of clients who all request something different and therefore usually can't go through a job without adding new textures to our library. We have a render farm of around 10 machines so far and have plans to add more once we move into our new offices. I'm trying to find out what the best approach to set this up is. Would it help if the 3 of us pulled all our maps from a server instead of locally, perhaps one of the slaves or main slave? Then perhaps tell DR to pull those maps from the same location we are pulling our textures from when we bulld our scene instead of having to copy your maps on all of the other slaves? I'm just a little bit confused about how this works and looking for the simplest way to make this work. Thanks again and I appreciate your reply. Sal
  10. Hi everyone. I work for a small architectural design studio doing visualization work. We currently are using backburner in order to send our scenes to our in-house render farm. We are getting ready to move into our new offices very soon and have been looking into setting up our farm to take advantage of Vray distributed rendering as an alternative to backburner. I am aware that there are some drawbacks in using Vray DR such as having to have all your maps in your scene on each slave as is on your local workstation. At our studio we work with thousands of textures as well as create new ones all the time, and therefore would be a real hassle to have to copy every new texture we make to each slave. We were a very busy team and honestly we just do not have the time for this. To all those who use backburner you are aware that having to copy your textures to the slaves is not an issue since backburner brings them over to your farm for you temporarily. Basically I want to know if theres any painless way to bypass this step. If this is unavoidable would there be an easy way to auto-sync your texture maps to the render slaves instead of doing this manually? Any insight on this would be greatly appreciated. We would like to get this to work with as little pain as possible. Thanks all. Sal
  11. Thanks for your critique man. The pressure on the faucet will be fixed because the water is actually modeled now. I want to do an animation for this scene so I'm currently experimenting with Realflow in order to make a really nice dynamic water.
  12. Studio/Institution: Personal project. Genre: Residential Interior Software: 3DS Max, Vray, Photoshop Website: http://ragazzaccio.evermotion.org/ Description: I was inspired to create this scene after seeing a render called "Bedroom White and Wood" by Ramon Zancanaro. In his scene, he used the colors of white and wood to compliment each other in order to create a simple, but beautiful scene. My goal was to see how far I could take this style just by the use of simple colors. I then used the water and plants to add accent colors to add to the room. -Special thanks to Ramon Zancanaro for his inspiration.
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