I’ve sent a tiled job with elements to be rendered through RPManager.
The elements are rendered correctly and have assembled correctly, but the main job fails with this error:
0: STDOUT: Draft 1.1.0.54257
0: STDOUT: Error on missing tiles = False
0: STDOUT: Error on missing Background = True
0: STDOUT: Distance as pixels = True
0: STDOUT: Assembling Single File
0: STDOUT: Final Image Dimensions = 800x600
0: STDOUT: TileCount given: 9
0: STDOUT: Output Channels: [‘A’, ‘B’, ‘G’, ‘R’]
0: STDOUT: Tile Tile0 position: 0.0, 400.0
0: STDOUT: Compositing tile Tile0
0: STDOUT: Draft Assembling tile Beauty_0000.exr - 11%
0: STDOUT: Tile Tile1 position: 266.0, 400.0
0: STDOUT: Compositing tile Tile1
0: STDOUT: Draft Assembling tile Beauty_0000.exr - 22%
0: STDOUT: Tile Tile2 position: 532.0, 400.0
0: STDOUT: Compositing tile Tile2 0: STDOUT: composite_copy Error: the specified channel “A” was not found in the source image
0: STDOUT: Draft Tile Assembler Failed! see log for more details.
It appears that tiles 0 and 1 have been processed correctly but tile 2 is failing for some reason. Again, the elements for this job have been successfully assembled so this is extra weird.
Not submitting though RPManager seem to be fine.
Based on the log you posted, it appears that Tile 2 is missing an alpha channel. Is this expected in your render?
I assume that Tile 2 is supposed to be completely opaque.
We should probably change our Tile Assembler script to handle this case: if some tiles have an alpha channel and others don’t, then add an opaque alpha channel to the tiles without an alpha channel.
I actually specified in the .exr settings to save without alpha. So I’m not sure why it is searching for an alpha channel. Also, all of the frame is completely opaque.
In addition to all of that, the elements of the same job have been assembled correctly.
Can you post an example set of tiles that we could use to reproduce the problem? I like Paul’s idea of simply adding the alpha channel if it’s missing, and having some sample tiles would be great for testing!
I tested this just now and it works. Opening the tiles in Photoshop and adding a filled alpha channel solves it.
It’s still a problem though since I have to go though each problematic tile and fix it manually. I’m not sure why it is saving some tiles with an alpha channel and some without it.
Also, maybe an option to not error out when this occurs is necessary. Kind of like the option to not error out when there are missing tiles.
Hey,
So I found out what is happening with this on the tile assembler side and I am going to update the script for beta 7. The way it is working currently is it just pulls the channel list from the first tile and uses that list, from now on for assembling it will use the channel list of the tile being added and will append those channels to the image defaulting the values (0 for non alpha, 1 for alpha).
Grant
Hey omere,
I have an updated script here from my tests it looks like it does everything that should be needed if you would like to test it feel free.
Just unzip the file to %repo%\plugins\DraftTileAssembler.