Deadline 7.1 3dsmax tile render with the time set to frame -4 causes the tile assembler to fail. Probably for all negative time.
Putting a Sanity check in ours now.
Deadline 7.1 3dsmax tile render with the time set to frame -4 causes the tile assembler to fail. Probably for all negative time.
Putting a Sanity check in ours now.
Just checking…this is with the old EOL “TileAssembler” and “DraftTileAssembler” works just fine? It’s probably worth mentioning that you can still submit old school tile based 2x2_2x2 jobs but get DTA to assemble them for you instead of the EndOfLife TileAssembler.
I also have a vague memory that this was already fixed in a newer version of Deadline but I can’t find any trace of it in the release notes…perhaps…I’m getting confused as we fixed this for Maya recently. I’ll have a play…
Hello,
I don’t know that we would have tested this, but we will do some testing on this now. Thanks for the heads up!
It’s with the old style tile format but with the Draft assembler.
I can reproduce and also found another bug along the way. Working on a fix now.
What was the other bug? Just about to do an upgrade on our deadline and have to put in all my hacks again.
Stereo Cameras submission code broke the Jigsaw Draft Tile Assembler submission, producing ‘undefined’ Priority in a second job submission within a submission. The solution was to move the existing line
local oldStereoPriority = SMTDSettings.Priority
to the following code block:
try(SMTD_MainRollout.sld_lastSubmissionState.color = yellow)catch()
local oldStereoPriority = SMTDSettings.Priority
if SMTDSettings.UseBatchRender and SMTDSettings.BatchRenderMode == 1 then
(
try(SMTD_MainRollout.Ui_report ">Initiating Local Batch Submission...")catch()
@Dave - I was under the impression that any ‘generalised’ fixes from yourself had already been merged in with our shipping code and there wasn’t anything outstanding?
Note, there will be a 7.2.1 release in the near future, which we might be able to squeeze a few things in.
If only Mike!! I’ll write you a list when I go through a test/edit 7.2
The main hack I do now is to make the Tile Rendering Settings file-persistent, our guys are just so used to this it would cause major headaches if I didn’t include it.
Our other hacks are based on our own workflow/naming conventions, some of which might be helpful for other people too and I’m happy to share those.
I still think there’s issues with naming conventions for files using the VRay Frame Buffer for us, I will test it now but before if you turned on the Vray VFB you got the VFB naming conventions, I needed a way to have the VRay VFB save out files the same way as it does with it turned off.
Cool. I like lists.
Jigsaw regions (tiles) are stored in the camera and the camera can exist in the file or even be merged, so it’s file persistent. The old tile rendering system should really just be removed. It’s been End-Of-Life for over a year now…
Cool.
Hmm…if you use “Separate render channels”, then VRay forces a file name change. We respect this and also provide a delimiter override as well. Let us know if you find an issue and reproducible steps.
No no no no no no no no no no no no no! Please don’t remove the old Tile Rendering system, the Simple X x Y tiles is much easier to understand, faster to set up and is much easier to debug when you’ve got a tile render error.
Hey Dave,
Just to clarify it’s only the tile assembler that is being deprecated, not the UI, which will remain just as helpful.
Hey Dave,
Just to clarify it’s only the tile assembler that is being deprecated, not the UI, which will remain just as helpful.
Good to hear, I thought as much but was just checking! Don’t worry we’ve ditched the old Tile Assembler.
Ha! Yeah, I meant the actual “TileAssembler” binary executable. Actual tile rendering is here to stay, although there are good benefits to using non-uniform region rendering selectively. Either way, “DraftTileAssembler” supports the lot.
If Vlado ever made a ‘render time’ render element it would be nice to feed that into Deadline so Deadline could automatically subdivide the tiles based on where the render time was going to be.
Yup, sounds like a nice feature enhancement request for Chaos Group!