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Krakatoa v1.5.2.41471 Voxel Render - Graph - black frames

HI,
I was trying to retime my 25 million particles and render them in voxels mode, but I see black frames only.

My scene contains 1 PRT loader (50 particions, 0-370 frames), camera and 2 standard lights.
I retime my 370 frames to 250 via Timing:Graph (anim. keys)
Rendering in paricle mode works fine, voxel rendering returns black frames.
When I disable the Graph anim. voxel rendering works fine again.

cheers,
Bandu

Hi,

We will need a repro case, but I am not sure what the best approach would be as the data amount you are using is enormous.
Can you reproduce the same issue with only 10K particles, one partition? After all, the particle count should not affect whether the voxel renderer will show something or remain black. I tried retiming one sequence of mine and it rendered ok in Voxel mode, so I don’t think it is a general error.

Things we need to know:
*How LONG does it take to render in Voxel mode? Does it appear to be rendering lots of particles but just outputting black, or does it seem to skip quickly over the particles?
*How many particles are reported in the Krakatoa Log Window? (these two questions try to figure out if the particles are loaded correctly)
*Does it render from a Perspective view without a Camera? (trying to exclude the camera as source of problems)
*Does it render if you enable Use Emission and check Emission Override set to white, while having >Ignore Scene Lights checked? (trying to exclude the lighting as source of problems)

Any additional info, or better, a small scene that demonstrates the problem, would be welcome!

Hi Bobo,

first of all, the issue I describe above seems to occur with more than 7-8 million particles only!
If I limit RPT Loader to render only 14 partitions a 500.000 particles, voxels render OK, perspective or camera, both works fine.
To be really honest, I tried some random frames and not the whole sequence but it still looks ok even on frames I can not render with 25millions.

I was testing some other frames and now krakatoa gives me an error, (f129)
“tree_array2D.ensure_root_contains() - Cannot grow to contain the specified point”
rendering the same frame with 7mio particles works OK!

what happens,
krakatoa is retrieving the particles as usual,rendering passes for lights is way to quick or gives me the error.

sometimes in the perspective view it renders only like a half of the particles? (pictures - screen left side)
why is the render of 25mio particles different in RGB compare to 7mio particles, alpha looks good for me ( pictures - screen right side)

b3d-animations.com/tmp/kraka001.jpg

thanks,
Bandu

one more…
rendering with “Ignore scene lights” and self emission - black frame, even in alpha nothing but black

regards,
Bandu

Hey Bandu,

This is very useful info. We thought we had that issue covered, but it sounds like we have not.
In short, it sounds like somewhere in your partitions, there is at least one particle that has INVALID (a.k.a Indeterminate, Not A Number) Position Value.
Since rendering that particle would require the bounding box to grow to infinity, it is obviously not possible. We thought we were handing this, but we will revisit the code.

In the mean time, you can try adding a KCM to the PRT Loader, loading the attached Flow in it and adding a Krakatoa Delete on top of the KCM.
Since an Indeterminate value cannot compare equal to itself, this flow uses that fact to find position values where the X, Y or Z does not compare equal to itself and marks the particle as “to delete” in the Selection channel, then the Delete modifier removes it.

See if this will work around the problem while we are fixing it.

Thanks for the bug report, that’s what this whole Beta effort is all about!
SelectInvalidPosition_KCM_Flow.zip (670 Bytes)

Thank You for the Magma Flow Bobo,
I have tried it in Global Override Channel and directly on top of PRT Loader with no effect. (krakatoa delete on top of course, “Sel > 0” and “SoftSel - ID Channel” tested).

I suspect it has something to do with the re-timing, as rendering the frames 1:1, like there are cached seems to work.
Will start the whole sequence 0-370 over the night to see if any frame renders bad and will report tomorrow.

thank you,
Bandu

Thanks for testing the KCM out. There are cases that it would not catch.
We attempted to fix it in Beta 6 which will be uploaded in about half an hour.
Please download it and see if it fixes the problem or not.

I really love you guys !!!

BUG fixed in few hours!
problem frames render OK now (happy , happy)

I wish Microsoft, Autodesk and others take many expensive lessons about customer support from you.

regards,
Bandu

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