View Full Version : Command line batch rendering problem - script to continue from where you left off?
TLobes 05-27-2008, 07:35 AM I'm batch rendering a scene through the command line and after a random amount of frames, anywhere from 2-20, it will stop and give me an error such as
// Maya exited with status -1073741819
If I start the render right up again and set the start frame to the last partially completed frame, it's good to go for another random amount of frames before it stops again.
I was wondering if anyone knew of a script that could detect the frame at which it crashed and set the start frame appropriately to continue rendering. With tons of frames to render, I'd like to be able to use my machine overnight and not having to check up on it every 20 minutes. Similar to the -rep flag used in command line software rendering. Wish they had it for MR, too.
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luxwork
05-27-2008, 07:17 PM
You need a render queue manager. several will let you run it on a few systems free. Check out deadline from frantic films, it has the best error management I have seen. Muster works well, but does not deal well with errors. There are many others but I like those 2 the best, and they let you render on a local system without a license.
otherwise, set up a batch file (or shell script, you did not mention platforms) to render a few chunks at a time and if one fails the next will pick up, and then you can fill in the holes in the morning. but really, try the queue software
MD
noizFACTORY
05-27-2008, 07:28 PM
If all fails, then resort to this brute force method mentioned in this recent thread http://forums.cgsociety.org/showthread.php?f=7&t=634471&page=2
Btw, you've got particles in your scene?
TLobes
05-27-2008, 10:00 PM
The brute force method seems to be the only way it's gonna work. I was able to fix the crashing (turning off export post effects did the trick as it crashed on glow, even though nothing in the scene uses glow).
There are no particles in the scene, however, there is fur. This is the only scene, though, where a handful of my blendshapes give me these error.
// Error: (Mayatomr.Geometry) : runnerRig_base:LBrow_Dn_LbrowShape: no material assigned, ignored //
// Error: (Mayatomr.Geometry) : runnerRig_base:browsMid_dn_LbrowShape: no material assigned, ignored //
// Error: (Mayatomr.Geometry) : runnerRig_base:browsMid_dn_RbrowShape: no material assigned, ignored //
When I batch render or command-line render, all my blendshapes have no animation, even though it does fine in the viewport and in other scenes. The rig is being referenced into the scene where the animation is applied to the referenced rig. Not referencing the rig is simply not an option. I've removed all render layers and other references that could post a problem. I went to the blendshapes and assigned them a default lambert material, but that still doesn't work.
TLobes
05-28-2008, 01:40 AM
I did a geomtry cache on every frame for the geomtry using blendshapes and that seems to be the quick fix solution right now. Thanks for the help so far, hopefully the proper solution can be figured out.
noizFACTORY
05-28-2008, 05:47 AM
There's an option in mental ray render settings (I think under the performance tab) called auto-detect animation (or something like that). Its known to cause problems while rendering when turned o. Try turning that off (if its not already) and render a few frames batch test to see if it works.
Afaik, the missing shading group shouldn't cause any trouble in rendering out the animation though.
TLobes
05-28-2008, 10:08 AM
Thank you so much.
That little hidden gem did the trick. Made the renders 4x faster and they aren't crashing, either. I'd really like to know what exactly that option does. As I'm watching this batch render and comparing it to the old 'blendshape messed up' render, there is no change in the picture. Just larger render times when the option was checked.
Great job noiz! Another thing to add to the notebook because I guarantee I'll forget it by the time I have to render another project.
noizFACTORY
05-28-2008, 01:46 PM
Glad its working for you!
Yeah, the optimize animation detection is quite a shady option. Causes more trouble than any optimization for non keyframed animation. I usually choose turn it off (its on by default).
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