I’m experiencing a persistent bug where random textures go missing on random
Troubleshooting Steps I’ve Tried:
- Reinstalled Cinema 4D 2025.0.2, Redshift 2025.1.1, and Deadline 10.3.2.1 multiple times.
- Disabled concurrent tasks: This fixed the errors but didn’t utilize all GPUs.
- Assigned GPU affinity: Assigned specific GPUs per worker to avoid conflicts.
- Split workers into groups: Grouped workers, but the issue persisted.
- Attempted to launch multiple workers: Couldn’t create more than master and slave workers.
- Checked permissions: Verified permission to launch additional workers.
- Adjusted job submission settings: Tweaked settings without resolving the GPU usage issue.
- Explored pool and group configurations: Investigated pools and groups to better organize workers.
- Changed concurrent tasks on worker stations: Adjusted concurrent task settings to prevent resource conflicts.
- Checked VRAM: Verified VRAM usage to ensure the GPUs weren’t overloaded.
- Changed my NAS to a static IP address.
Despite all of these efforts, I am still encountering the same texture errors.
Will this get sorted or am i moving over to Royal Render forever?
Is this problem caused by the storage?
Can you convert this object/texture to an RS proxy and does it still lose the texture?
Do the logs reveal anything at render time?
Thank you anthonygelatka
I don’t think it’s storage; I think the Redshift Proxy would work, but it’s just more work. I think the root cause is the Blender material—one being Standard Material and one being Material. Mixing of Uber shaders. It renders fine with Royal Render, so I’m just using that until this bug is resolved on Deadline’s, C4D’s, and Redshift’s end.
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have you tried with the batch option unchecked in the submission form? I think this creates a copy of the file which may cause issues with path mapping, worth a try to see if the random texture loss is fixed
I’ve the same problem since two month here, with Cinema 2025.1.2 + Redshift 2025.2.2. using now the newest deadline 10.4.0.12. “Use Batch Plugin” breaks rendering entirely. Not using it, produces broken frames, no errors, just random frames with lost shaders, for some frames on some objects. This is true not only for shaders with textures, or other external resources, but also for just plain shaders. You can see, the wrong shaders are eighter a pure white material, or randomly the 50% grey cinema4d default material. This problem ruins every image sequence entirely. It’s hard to manually delete broken frames, or use automated tools on it, as every frame looks randomly different broken. Any ideas?