Hey guys.
I was finaly able to figure out most of fur workflow and rendering in passes and rendering bunch of fury characters pretty fast
Now I have 1 more problem ready to solve and i can finaly start sending scenes to rendering.
I've rendered out one test sequence and I;ve noticed that every 5 frams position of hairs changes a bit. And I;ve sent scene to rendering with deadline and each comps renders 5 frames then gets another 5 and so on.
So it seems that every time new package of frames is rendering it changes hairs a bit. Not much but enough that it is noticed.
Any idea what is going on and how to fix it?
There are no dynamics at all and turning off multiplied hair isn't helping too.
Also adding dynamics and trying to cache it for rendering is not working as planed as well because character is loaded in scenes as referenced model and whenever scene is sent to rendering it loads cache path settings from referenced models instead of those that are setup for that shot, and there are bunch of shots so..
Any idea?
Thanks!
rendering hair over network on multiple computers
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mirkoj
- Posts: 205
- Joined: 09 Jun 2009, 16:26
- Skype: mirko-jankovic
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nas
- Posts: 94
- Joined: 03 Jul 2009, 09:15
Re: rendering hair over network on multiple computers
On the Dstv Ad in the banner above we had exactly the same problem - the hairs would either change hue by a fraction or in another case shift a few pixels left or right depending on which machine would render... As no solutions were found in time we ended up isolating the hair in a single pass and optimizing it to render quite fast in a fresh scene and rendering on one machine(one computer on the left camera and another for the right camera).
It did not do this in every scene but we decided on our tight deadline to rather have the security of a correct completed sequence than have to pick out incorrect frames and re-render them.
It did not do this in every scene but we decided on our tight deadline to rather have the security of a correct completed sequence than have to pick out incorrect frames and re-render them.
Nothing's too difficult to achieve, it just takes longer...
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mirkoj
- Posts: 205
- Joined: 09 Jun 2009, 16:26
- Skype: mirko-jankovic
Re: rendering hair over network on multiple computers
looks like that will be same solution for us as well... just use all comps over network for mesh renderings and for fur just render every shot on single computers. "good" thing is that there are bunch of shots so all comps will be bussy doing their fur shots anyway but still....
is it possible that "bug" like this or whatever it is isn't noticed so far?
is it possible that "bug" like this or whatever it is isn't noticed so far?
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nas
- Posts: 94
- Joined: 03 Jul 2009, 09:15
Re: rendering hair over network on multiple computers
Another thing with the hair in 2010 is the distance from camera bug(stays same thickness even when character moves further away). The distance from camera bug is fixed in 2011 so we isolated the hair in a 2011 scene and rendered it from there. I don't know how many other fixes where made in the hair department...
Nothing's too difficult to achieve, it just takes longer...