hi,
so we have many problems with the tile assembly.
- the problem with draft is that it fails to assemble the tiles. the error message is:
0: STDOUT: Unable to read file \storage\Renders\Renault\SalesEvent\Shot_005\test_tile_1x1_3x3__0000.png for tile Tile0
0: STDOUT: Draft Tile Assembler Failed see log for more details.
- not submitting with draft gives a different result, the tile assembly job has the same number of tasks as the number of tiles, instead of one task for assembly. it’s also failed to assemble the tiles claiming that the component tile does not exist.
by using the tileSubmmision option from within the monitor and directing it to the folder with the tiles, i’m able to assemble the final image.
Are you on the latest beta version? There were some issues, but latest version works fine.
yes, we are using v.6.1.0.53566
Just tested Max 2013 & Max 2014, with scene files saving a render output 4x4 tiled still image as PNG and TGA’s, both with and without RE’s. All worked fine in v6.1.0.53566 (beta 10).
Can you post here the error/job reports and also the contents of the config.txt files which get created in the directory of each render output? Hopefully, something different to what I’m doing will stand out.
and here attached the logs of the job that was submitted without draft
Job_2013-11-17_13-49-58_5288ad677edc0400dcbbf671.txt (3.48 KB)
also we are using 3DS max 2011 if it matters
Can you send the max job reports as well, as it looks like the rendered files are just not being saved to your storage and Draft is failing as the image files are just not present.
The renders get saved to your storage ok?
yes, i see the files in the storage and i can also see that they are not corrupted.
Job_2013-11-17_14-09-35_5288b1fe3eb9279234d4232f.txt (3.01 KB)
OK, got to the bottom of this issue.
You need to uncheck the “Use Draft for Assembly” checkbox under the “Tiles” tab, if you are going to use the old school method of assembling rendered tiles. However, this will still not work as there is a naming convention issue with potentially too many “__” underscores. Workaround for the time being, is to not use the old TileRendering + TileAssembler plugin method, but use the super-duper new Bobo “Single Frame Multi-Region Rendering” system, define your tiles AND check ON the “Use Draft for Assembly” checkbox. This works fine…as long as your not trying to assemble EXR files which have channels in them…that’s another discussion. I’ll have a chat with the developers on the above issues.
ok thanks!
i will use the third method for now and will wait for further development in the subject.
Hey,
Just to let you know I found the bug, and it should be fixed for beta 11.
Grant