AWS Thinkbox Discussion Forums

SV: vray snail marks

We’ve confirmed the problem exists, and we’re trying to figure out how

(or if) we can solve it. We’re using max’s built in region rendering

functionality to handle the tile rendering, which unfortunately doesn’t

seem to take into account the case where rendered pixels depend on the

values of the pixels around them. This seems to be the root of the

problem you’re having.



We added the ability to “pad” the region with surrounding pixels, and I

tested your scene again with a pixel padding of 20. The results were

better, but not perfect. We will eventually support vray distributed

rendering (the tile rendering is basically a stop gap solution until we

reach that point), so that might be the ultimate solution.



Cheers,

k…hmmz :slight_smile:



/me hopes it wont be too long before its intergrated…



donno…as of now…i can use b2 fine, but its not realy an option that the vray fellas cant hook on tile rendering which they want to do alot…and no point in having both deadline and an alternative farm manager online at the same time…will be tooooo many conflicts…



anyways…thx for the feedback



/gk

Max 9’s command line rendering tool supports strip rendering, which is

very similar to how our tile rendering works. We’re going to try and add

support for it, and we’ll test it against the vray max file you sent us.

I’ll get back to you with the test results.



Cheers,

3ds Max’s split rendering seems to work pretty well, so we’re going to

include the feature in the next release of Deadline. The next release

will have a 3dsCmd plugin, which will support 3ds Max and VIZ. The split

rendering feature will be available for 3ds Max 9 only, and will require

that Max 9 SP 1 be installed (otherwise the split filenames won’t be set

properly).



The difference between the 3dsCmd and our orginal 3dsmax plugin is that

the 3dsCmd plugin uses the max command line rendering tool, while our

orignal hooks directly into the max API. However, there are cases from

time to time where our original plugin doesn’t behave exactly as it

should, and until we come up with a solution, the 3dsCmd plugin can be

used as a substitute.



Cheers,

I think I have a workaround solution for this problem.



We have the same problem with Mental Ray when rendering in tiles.



What you need to do is to render the irradiance map (all Indirect light map) first in 1 pass at full resolution.



Then you perform your tile render on a scene that read the irradiance map created at full res.



If creating the map at full res is impossible then you can make it in tile, but you need to make sure the tiles are overlapping each other and make sure to use the irrandiance map method that append to the map.



in short: you create the map first then do the final render in tile.



I’m sorry I might not be using the right terms here, I am used to Mental Ray more then Vray, but I know this is possible in Vray having played with it a few times.



I hope this helps.



Sylvain Berger | Technical Director | Alpha Vision


cheers Ryan!

Ill let the vray department know.



Sylvain : sounds good for now, ill test on the scene ive added to the thread.



As i thought this was kinda dead, im happy that you keep looking into the issue.



thx guys.




Privacy | Site terms | Cookie preferences