View Full Version : render log
marcorabellini 06-27-2008, 05:50 PM So this happens every now and then.
I'm on a deadline and am rendering out various files. Suddenly, one file will not render (NET). So I start trouble shooting but since I'm under a deadline it's pretty much shotgun trouble shooting; i.e. turning off and throwing out masses of things, not one at a time as I really should to find out what is hanging the render.
My question is: Is there any kind of log that could be generated that would tell me what object or light or texture (or whatever) the render is getting stuck on?
Thanks,
m
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No, there isn't. I'm pretty sure it's not possible to detect this at all.
After all a slowdown is always based on the scene the user created and to distinguish between a wanted slowdown (to increase quality) and an unwanted (wrong settings) would need an inteligence and a know how at least on the level of the original user.
So basicaly there is no line to draw between what should be reported and what not.
Add to this that in rendering there is (except for extremely simple scenes) always a multitude of factors that add up to the caluclation time and you see that there is no way to pin rendertimes to single parts of a scene.
The only thing that could be reported is the rendertime per line of the image or similar, but even that only works for pure rendering and not for dynamic calculations or prepasses.
The best way to avoid hanging renderinge of large image sequences is to pre calculate single images from the sequence to see if any unwanted behaviour occurs.
Cheers
Björn
marcorabellini
06-27-2008, 06:31 PM
Thanks. Makes sense. I thought maybe there'd be a way to stop the render and generate a log file and look at it and see the "Mograph Cloner 3" was what was being processed when it was hung up.
m
marcorabellini
06-27-2008, 06:34 PM
My next step is to upgrade my render farmers to 4G memory each. Luckily that much memory is $70 these days.
Will I need to use the 64-bit NET client to take advantage of that much RAM? (the machines are already running XP64 pro)
m
LucentDreams
06-27-2008, 07:16 PM
yes you would need net 64 bit to run those but if you instsalled on a 64 bit os you should already have the net server there. Without the 64 bit server and clients the renderfarm is still only going to access 3072 per system.
marcorabellini
06-27-2008, 07:23 PM
Since Maxon released the 64-bit version I've built the farm with XP64, so no problem there. Just a few older machines that are 32 but they are still cranking out almost everything I throw out there.
m
No, the 32 Bit version is sufficent. If you run it under XP64 or Vista64 it can use up to 4 GB directly. Only if you need >4GB per app you need to use a 64 bit app.
Cheers
Björn
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