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rohan.stevenson
Apr 24, 2021
In General Questions
I am using cr0.3, and Blender 2.92 on all machines. I am a bit surprised that this render which was started last night is taking quite so long. The 3 computers being used are: 1) 8-core 4.1 Ghz RTX2060 2)8-core 3.9 Ghz RTX 2070, 3) 4-core 4.1 Ghz, GTX 1050ti. I left automatic load balancing because I thought while the first few renders might take longer, it would do a more exact job of balancing the job between them over time. But the job is only 19 frames in and the reason is because the older machine seems to be having too much to do. It's on 39% now while the other computers sit idle. And I spotted it 20-30 minutes ago at 26% or so....and the other computers had finished then as well. I don't know when they finished their jobs. Surely load balancing should have worked out how long the older computer needs per tile by now and balanced its load accordingly?
How Many Frames Should Load Balancing Take? content media
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rohan.stevenson
Feb 21, 2021
In General Questions
As a relative novice, I am here because I am grappling with working out a rendering pipeline. There is discussion related to this topic here: https://www.crowd-render.com/forum-1/future-features/apply-denoising-only-on-one-single-device?origin=auto_suggest I have discovered that you must not use the denoise render option in render options, but add the open image denoiser in the compositor. There are two reasons, the compositor method is much faster probably because the rendering process fully utilises your CPU, and because the optix denoiser is much less friendly to animations. But neither are demonising temporally - temporal denoisers work over a number of frames (usually 7) so you don't get artefacts when rendering animation. Also, if using crowd render, each denoiser works independently and has to make a guess about pixels either side. Therefore, denoising with crowd render will lead to a visible line for the tiles for each computer in the whole image. So I am looking at rendering to openexr multilayer using CR without denoising, then passing the exr through the compositor for denoising and splitting to render layers to use in my VFX software, where I can use either neat temporal denoiser or the hitfilm alternative which works well and some say works as well as neat. So one of my questions is, what sample resolution do people typically use in animation? I realise the answer will usually be "depends" but there must be some kind of range or situational typical values. There must be a balance between reasonable render times and quality. I am finding that the only way to get something usable is to continually up the samples. The stuff I am trying to do is often very dark and with volumetrics. I am trying to find ways to "cheat". For example, splitting a scene into layers and rendering them separately so that the background volumetrics can be dealt with separately - the foreground brighter images seem to work well with the denoisers, allowing lower sample rates and thus faster rendering. I've also discovered that you can combine render engines. So in one render, I can set up a scene using part of it in cycles and part of it in Eevee, then composite them later in the VFX software. How would this work in CR? I set up a scene in one render engine and a scene in another, and when I hit render will they all be distributed and I can go to bed? You can bet I've trawled the interwebs...but it's so frustratingly vague. The best so far is the Blender Guru video on denoising - but it still is much more focussed on stills. How are others approaching this?
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rohan.stevenson
Nov 29, 2020
In Getting started
I am having a situation whereby I cannot get most of the computers to sync. The computers are on the same network, and the same version of blender and CR installed. The top computer is i5 - Windows 10 - 16 Gb RAM Studio Mac - OS 10.14 - 64 Gb RAM AC1 - is a PC Windows 7 with 128 GB RAM Elena's iMac is running 10.13 This ought to work. The top computer is syncing and seems to be working. Although when I did a first pass the autoload balancing did not use it at all. I am about to try a manual load balance. I have tried loading the actual project into the Studio Mac and the AC1 as per this suggestion https://www.crowd-render.com/forum-1/bugs-archived/sync-failed ...but I am getting Sync failed anyway. I am really really hoping I can get this to work it would really help me with my projects.
Sync Failed content media
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rohan.stevenson
Nov 28, 2020
In Getting started
I am attempting to get CR to work for the first time. I am hoping to be use it extensively for a project I want to do next year and I am road testing, including the cloud option, and subscribing. I have the add-on (0.28) installed on the master (Linux Ubuntu) and slave (Windows 10). The windows machine is on the same network, with the linux machine is connected to a hub on that network. I am using Blender 2.91 on both machines. The Windows machine is visible on my Linux machine - I can connect it's drives and interact with it, send files etc. When I connect in CR, it says "connecting to nodes" and then nothing. There is no indication that the connection has failed or that the machine is connected. I have tried several times including restarting the master machine. I checked port forwarding - there is no indication that those ports (>9000 range) are blocked, and I have ports being used in the high 9000s. I am not getting any error messages that indicate what the problem might be. Note attached image: If I connect, I connect to the correct IP address, and I also tried the smb address, but I don't get any indication that the connection has failed or succeeded. Trying to render to prompt something does not work either. I'm stumped. Is there anything I might have missed?
Not Connecting but Not Failing content media
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