You can always remove the “local host” from taking part in the DBR render if you just need to get it done. (checkbox in DR settings, or re-exposed in Deadline Monitor -> Configure Plugins, depending on if you are using interactive or off-load dbr system).
Hi,
Thanks for the images, as that helps explain a few things here. So, if your using “off-load” DBR in Deadline, then all the DR settings are overriden and re-exposed as a series of global settings via: “monitor -> configure plugins… -> 3dsmax or 3dsCmd”, depdening on which plugin you are using: docs.thinkboxsoftware.com/produc … figuration docs.thinkboxsoftware.com/produc … figuration
Checkout the titled section: VRay DBR Off-Load Rendering
So, using the above settings, you could disable: “Use local host”, to ensure the MASTER machine doesn’t take part in the image. Does this fix your gamma issue?
Next question. What exact version of 3dsMax are you using? Older versions, ~2012-2013 were gamma unreliable in network rendering.
What happens when you disable the “Gamma Correction” checkbox in the 3dsMax Monitor Submitter? Does it render ok, when using the local host as well?
Based on your above answers to each test, I think we will have narrowed down what the issue might be here and we can then take it from there.
What happens if you just disable the “Gamma Correction” override? It strikes me if your MASTER machine was causing the ‘bad’ buckets then the “gamma” setting on your master machine are incorrect and should be fixed. If you open 3dsMax on the machine which was previously acting as MASTER, what are its gamma settings?
Deadline 8.1 has added a new feature already to allow the black/whitelisting of certain machines to become the MASTER DBR machine only. The Deadline 8.1 beta cycle has just started and is open to existing Deadline licensed clients only. If that’s for you, then contact beta [at] thinkboxsoftware [dot] com.
It strikes me that if you can fix the gamma on your MASTER machine, then you should be able to use all your machines.
this doesn’t look like a gamma issue to me.
the difference is much too subtle and the problem only appears on a reflective material. we had this problem here a while back before deadline, it turns out that different slaves unhide certain elements in the scene making it look like different gamma. check your reflection, GI, and diffuse filter pass to see if there is any difference. if its a gamma issue the diffuse pass should look different - otherwise set you scene to render hidden objects and see if the problem disappears.