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distributed rendering/IR map troubles


designerdisaster
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hi,

 

i'm new to this forum,

 

i'have an unsolved prob with vray 1.5 rc3/max9

I have to finish a hi-res-picture for a client.I use Distributed rendering

IRmap for primary bounce and light-cache for secoundary

There is a prob when all the GI is computed and when vray is rendering,

some buckets are darker or lighter than others.it is always a distant computer-buckets who bug, never the locals buckets and

the bug appears randomly, sometimes computer1, sometimes computer4...

 

im very angry , it is definitly imposible to render this picture with a single computer and the deadline is very near...48hours...!!!

 

please help me

 

scuze my english, i'm french...!

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thanx for all your quick reply

 

i'm not working today...i will try on tuesday but

I have a little doubt:

 

if i compute the ir map and the light cache across the network and render the image in "from file" mode but on the host machine only, there is no prob

thus i think that the gi is corectly computed.

 

the IRmap-previsualisation looks like good in DR mode

 

i don't really know

 

I' have "only" 14 htreads i dont know if it's enought to compute GI in qmc-mode, output size is 4000x2500px...

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hi everybody,

 

I've done some tests this morning,

if i compute the light cache and the irmap on a local computer and render with the network it dosen't work there is the same prob...

i try to compute the light cache in a single pass 1 instead of 4 by default, prob is the same

 

it works only if i compute all in local mode...but i don't want to.Scene and output are too big for a single computer

 

i don't know what to do but i hope there is a solution, vray is a profesional rendering solution, no ?

 

please help a poor designer to achieve his project....

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i have several still images (5) to render in a 4000x2500px output file

i think the solution is the use current pass samples

 

but i dont find it in my irradiance-map rollout

 

 

"Use current pass samples - this is used during irradiance map calculation. When checked, this will cause VRay to use all irradiance map samples computed so far. Unchecking it will allow VRay to use only samples collected during previous passes, but not those computing earlier during the current pass. Keeping this checked will usually cause VRay to take less samples (and therefore compute the irradiance map faster). That means that on multiprocessor machines, several threads will be modifying the irradiance map at the same time. Because of the asynchronous nature of this process, there is no guarantee that the rendering the same image twice will produce the same irradiance map. Normally this is not a problem at all and it is recommended to keep this option checked."

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