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chameleonscales
Jul 14, 2022
In Getting started
I'm just wondering if the CrowdRender panel is supposed to show up even if you don't have CrowdRender selected in the Render Engine dropdown. Is there a reason for that? I was mislead by it at first, not knowing there was an additional item in the Engine dropdown and thinking I could use CrowdRender from my Render Engine of choice, which I think used to be the way in older versions. Now I know that you first have to chose CrowdRender as an Engine and then pick Cycles or Eevee from inside the CrowdRender panel, but shouldn't that panel only appear when you pick CrowdRender in the dropdown?
UI panel always visible : feature or bug ? content media
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chameleonscales
Jul 14, 2022
In Getting started
On Blender 3.2.1 and CrowdRender 0.4.4, when disabling the add-on, I get this message : BTW : This happens regardless of the configuration. i.e. I just tested it right after a first install of CR on a machine that has never had it. Traceback (most recent call last): File "/home/caetano/programs/blender-3.2.1-linux-x64/3.2/scripts/modules/addon_utils.py", line 423, in disable mod.unregister() File "/home/caetano/.config/blender/3.2/scripts/addons/crowdrender/__init__.py", line 147, in unregister cr_source.unregister() File "/home/caetano/.config/blender/3.2/scripts/addons/crowdrender/cr_source/__init__.py", line 86, in unregister bl_addon.unregister() File "/home/caetano/.config/blender/3.2/scripts/addons/crowdrender/cr_source/bl_addon/__init__.py", line 1069, in unregister initialiser.unregister() File "/home/caetano/.config/blender/3.2/scripts/addons/crowdrender/cr_source/bl_addon/__init__.py", line 488, in unregister settings.unregister() File "/home/caetano/.config/blender/3.2/scripts/addons/crowdrender/cr_source/bl_addon/settings.py", line 778, in unregister bpy.utils.unregister_class(CloudIssuesList) RuntimeError: unregister_class(...):, missing bl_rna attribute from 'RNAMeta' instance (may not be registered)
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chameleonscales
Jul 12, 2022
In General Questions
Helooo, I'm back! How are you guys? We bought some computing power so it's useful again for us to use network rendering. We ran into many issues before getting a successful render and some things we ended up doing I didn't find in the documentation, so I thought I'd share it here for everyone and under your control. Our projects contain many linked files pointing to both local and shared paths (on a NAS server). So here's our checklist before using CrowdRender (v0.4.4, Blender 3.2): - On every machine : - Uncheck : Preferences > Save & Load > Blend Files > Default To : ☐ Relative paths - Disable Crowd Render (some error messages appear, not sure why but it's not problematic) - Disable Auto-Save Preferences - Save Preferences - Close and reopen Blender - Enable and start Crowd render only on one instance of Blender per each machine - On the Client machine : - Pack and localize all the linked images and datablocks that do not point to common paths (those that are not in the NAS server) - Make All Paths Absolute, in both the project file and all the linked source files - Disable Render Region - Disable Compositing (not sure this one matters yet) If you started with relative paths you may still have to delete all the linked objects and libraries (in Outliner > Blend file), then Save-Revert the main blend file and re-link objects to ensure all the paths are absolute. That's something to always check before launching Crowd Render if you don't want the pink of doom to jumpscare you. Feel free to complete and/or correct this checklist. Happy blending!
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chameleonscales
Dec 10, 2019
In General Questions
Hi, I would suggest allowing regular donations under 10$ (e.g 7 or 5), as you may see more people get on board. What do you think?
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chameleonscales
Dec 10, 2019
In Future Features
If I understand correctly, Flamenco has the ability to load all linked libraries in all the slave machines recursively and without the need to pack your blend file or alter it in any way, which I find simply amazing (though I haven't tried it yet). Do you plan to implement such a feature as well? To give you some context, in my daily job (as well as most if not all movie-making pipelines), packing a file at render time is not an option because it would break the asset editing process. Being able to edit linked assets, materials and lights after rendering is crucial, since rendering is precisely the only way to tell what should be edited (at least for materials and lighting). If I pack a file, render an image and then perform some changes on the assets, these changes won't propagate in other files of a larger project as they should, since nothing is linked anymore.
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chameleonscales
Dec 09, 2019
In Bugs - Archived
I still have to investigate on this but it seems when you enable library override on a material, the material slot doesn't sync on the slave computers, causing the sync to fail. I'll give a simple example when I have the time.
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chameleonscales
Dec 06, 2019
In Getting started
Hi guys, Next time you make a tutorial (e.g. for the next version), could you make it from scratch so that people who are not used to doing network rendering can follow along more easily? In the videos I saw in your channel, you used your already existing setup. It would help me and probably others if you showed the process starting from an empty panel and newly installed add-on if possible. Thanks for this awesome add-on anyway (゚⊿゚)
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chameleonscales

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