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ASGVIS User Forums « Forum « V-Ray for SketchUp « V-Ray for SketchUp::General « Problems Using DR Spawner for Animation?
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Author Topic: Problems Using DR Spawner for Animation?  (Read 1769 times)
dalomar
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Posts: 3553


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« Reply #15 on: February 18, 2009, 05:55:54 PM »

I won't be able to confirm this till at best Monday (doing a lot of training these days).  My initial reaction is that it doesn't make a difference.  When we render an animation from SU, the scene transition and delay only determine the camera positions at given time intervals.  After we grab that its all the same.  The only thing I could see "tipping" the scales the other way is the 1 fps setting, although I have no idea why that would make a difference.  We tried absolutely everything within the existing spawner/vfsu sequence structure to get this to work including "nuking" the spawner...nothing worked.  So, needless to say I'm a little speculative at the moment.
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Damien Alomar
Generally Cool Dude
vtrdo
Newbie
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Posts: 16


« Reply #16 on: February 19, 2009, 06:24:32 AM »

 Smiley
Once it was big fight, to make our DR working ... at it works trust me  Grin

here are some proofs ...

screens
scene 01

scene 04



and text....

Quote
***********************************
Beginning render sequence
Preparing renderer...
Preparing scene for rendering.
[RenderView] startCameraTime=0.000000, endCameraTime=7.000000
[RenderView] numCameraTMs=14, numFrames=7, frameSamples=2
Initializing built-in VFB.
[RenderView] startCameraTime=0.000000, endCameraTime=7.000000
[RenderView] numCameraTMs=14, numFrames=7, frameSamples=2
Starting DR
Connected to render host 192.168.3.122
Connected to render host 192.168.3.124
Connected to render host 192.168.3.125
Connected to render host 192.168.3.119
Using 4 hosts for distributed rendering.
Preparing camera sampler.
Preparing scene for frame.
Scene transferred to jwcz20
Scene transferred to jwcz19
Scene transferred to jwcz24
Scene transferred to jwcz17

MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

Server 192.168.3.122: Scene loaded; starting render.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
Server 192.168.3.119: Scene loaded; starting render.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
Server 192.168.3.125: Scene loaded; starting render.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

Compiling geometry.
Server 192.168.3.124: Scene loaded; starting render.
Server 192.168.3.119: Starting frame 0.
Server 192.168.3.125: Starting frame 0.
Server 192.168.3.122: Starting frame 0.
Server 192.168.3.124: Starting frame 0.

Preparing ray server.
Creating and initializing 2 thread(s).
Allocating memory for build data of 502828 faces (14079184 bytes, 13.4 MB).
Initializing face build data.
Creating 'done' event.
Starting first thread.
Waiting for thread completion.
Releasing thread resources.
Preparing faces for intersection tests.
SDTree statistics:
Total number of faces stored: 502828
Max tree depth: 45
Average tree depth: 25.7228
Number of tree nodes: 84801
Number of tree faces: 1073623
Number of tree leafs: 35125
Average faces/leaf: 30.5658
Memory usage: 30.67 MB
Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
Preparing direct light manager.
Preparing global light manager.
Irradiance sample size is 84 bytes
Photon size is 56 bytes.
Light cache sample size is 120 bytes.
1 interpolation maps registered
Rendering interpolation maps with minRate=-3 and maxRate=-2
Setting up 2 thread(s)
Bitmap file "S:\JW_Image_Templates\WOOD\max desks\MAXtiles07_b030.jpg" loaded.

Sending 840004 bytes of irradiance map to jwcz24
Threads completed
Calling endPass() on irradiance maps
Sending 840004 bytes of irradiance map to jwcz24
Sending 410512 bytes of irradiance map to jwcz24
Calling prePassDone() on irradiance maps
Sending 840004 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz20
Sending 410512 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz19
Sending 840004 bytes of irradiance map to jwcz19
Sending 410512 bytes of irradiance map to jwcz19
Sending 840004 bytes of irradiance map to jwcz17
Image prepass completed.
Rendering image.
Setting up 2 thread(s)
Sending 840004 bytes of irradiance map to jwcz17
Sending 410512 bytes of irradiance map to jwcz17
Threads completed
Waiting for DR to finish
Number of raycasts: 123616818
Clearing global light manager.
Clearing direct light manager.
Clearing ray server.
Clearing geometry.
Clearing camera image sampler.
Clearing camera sampler.
Clearing DMC sampler.
Clearing path sampler.
Clearing color mapper.
Successfully written image file "J:\9007-Leisure\Competition sportovni hala\images\testosteron\111.jpg"
Preparing camera sampler.
Preparing scene for frame.
Server 192.168.3.119: Starting frame 1.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

Server 192.168.3.122: Starting frame 1.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

Server 192.168.3.125: Starting frame 1.
Server 192.168.3.124: Starting frame 1.

MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

Compiling geometry.
Preparing ray server.
Creating and initializing 2 thread(s).
Allocating memory for build data of 502828 faces (14079184 bytes, 13.4 MB).
Initializing face build data.
Creating 'done' event.
Starting first thread.
Waiting for thread completion.
Releasing thread resources.
Preparing faces for intersection tests.
SDTree statistics:
Total number of faces stored: 502828
Max tree depth: 45
Average tree depth: 25.7228
Number of tree nodes: 84801
Number of tree faces: 1073623
Number of tree leafs: 35125
Average faces/leaf: 30.5658
Memory usage: 30.67 MB
Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
Preparing direct light manager.
Preparing global light manager.
Irradiance sample size is 84 bytes
Photon size is 56 bytes.
Light cache sample size is 120 bytes.
1 interpolation maps registered
Rendering interpolation maps with minRate=-3 and maxRate=-2
Setting up 2 thread(s)
Sending 840004 bytes of irradiance map to jwcz19
Sending 840004 bytes of irradiance map to jwcz24
Sending 840004 bytes of irradiance map to jwcz19
Threads completed
Calling endPass() on irradiance maps
Sending 840004 bytes of irradiance map to jwcz24
Sending 416140 bytes of irradiance map to jwcz19
Sending 416140 bytes of irradiance map to jwcz24
Calling prePassDone() on irradiance maps
Sending 840004 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz17
Sending 840004 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz17
Sending 416140 bytes of irradiance map to jwcz20
Sending 416140 bytes of irradiance map to jwcz17
Image prepass completed.
Rendering image.
Setting up 2 thread(s)
Threads completed
Waiting for DR to finish
Number of raycasts: 106523074
Clearing global light manager.
Clearing direct light manager.
Clearing ray server.
Clearing geometry.
Clearing camera image sampler.
Clearing camera sampler.
Clearing DMC sampler.
Clearing path sampler.
Clearing color mapper.
Successfully written image file "J:\9007-Leisure\Competition sportovni hala\images\testosteron\111.jpg"
Preparing camera sampler.
Preparing scene for frame.
Server 192.168.3.124: Starting frame 2.
Server 192.168.3.119: Starting frame 2.
Server 192.168.3.122: Starting frame 2.
Server 192.168.3.125: Starting frame 2.

MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
Compiling geometry.
Preparing ray server.
Creating and initializing 2 thread(s).
Allocating memory for build data of 502828 faces (14079184 bytes, 13.4 MB).
Initializing face build data.
Creating 'done' event.
Starting first thread.
Waiting for thread completion.
Releasing thread resources.
Preparing faces for intersection tests.
SDTree statistics:
Total number of faces stored: 502828
Max tree depth: 45
Average tree depth: 25.7228
Number of tree nodes: 84801
Number of tree faces: 1073623
Number of tree leafs: 35125
Average faces/leaf: 30.5658
Memory usage: 30.67 MB
Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
Preparing direct light manager.
Preparing global light manager.
Irradiance sample size is 84 bytes
Photon size is 56 bytes.
Light cache sample size is 120 bytes.
1 interpolation maps registered
Rendering interpolation maps with minRate=-3 and maxRate=-2
Setting up 2 thread(s)
Sending 840004 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz20
Sending 806488 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz24
Sending 840004 bytes of irradiance map to jwcz24
Sending 806488 bytes of irradiance map to jwcz24
Threads completed
Calling endPass() on irradiance maps
Calling prePassDone() on irradiance maps
Sending 840004 bytes of irradiance map to jwcz19
Sending 840004 bytes of irradiance map to jwcz19
Sending 806488 bytes of irradiance map to jwcz19
Sending 840004 bytes of irradiance map to jwcz17
Sending 840004 bytes of irradiance map to jwcz17
Sending 806488 bytes of irradiance map to jwcz17
Image prepass completed.
Rendering image.
Setting up 2 thread(s)
Threads completed
Waiting for DR to finish
Number of raycasts: 108609755
Clearing global light manager.
Clearing direct light manager.
Clearing ray server.
Clearing geometry.
Clearing camera image sampler.
Clearing camera sampler.
Clearing DMC sampler.
Clearing path sampler.
Clearing color mapper.
Successfully written image file "J:\9007-Leisure\Competition sportovni hala\images\testosteron\111.jpg"
Preparing camera sampler.
Server 192.168.3.124: Starting frame 3.
Preparing scene for frame.
Server 192.168.3.125: Starting frame 3.
Server 192.168.3.119: Starting frame 3.
Server 192.168.3.122: Starting frame 3.

MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

Compiling geometry.
Preparing ray server.
Creating and initializing 2 thread(s).
Allocating memory for build data of 502828 faces (14079184 bytes, 13.4 MB).
Initializing face build data.
Creating 'done' event.
Starting first thread.
Waiting for thread completion.
Releasing thread resources.
Preparing faces for intersection tests.
SDTree statistics:
Total number of faces stored: 502828
Max tree depth: 45
Average tree depth: 25.7228
Number of tree nodes: 84801
Number of tree faces: 1073623
Number of tree leafs: 35125
Average faces/leaf: 30.5658
Memory usage: 30.67 MB
Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
Preparing direct light manager.
Preparing global light manager.
Irradiance sample size is 84 bytes
Photon size is 56 bytes.
Light cache sample size is 120 bytes.
1 interpolation maps registered
Rendering interpolation maps with minRate=-3 and maxRate=-2
Setting up 2 thread(s)
Sending 840004 bytes of irradiance map to jwcz19
Sending 840004 bytes of irradiance map to jwcz17
Sending 840004 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz24
Threads completed
Sending 840004 bytes of irradiance map to jwcz19
Calling endPass() on irradiance maps
Sending 840004 bytes of irradiance map to jwcz17
Calling prePassDone() on irradiance maps
Sending 840004 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz24
Sending 840004 bytes of irradiance map to jwcz19
Sending 840004 bytes of irradiance map to jwcz17
Image prepass completed.
Rendering image.
Setting up 2 thread(s)
Sending 840004 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz24
Sending 154480 bytes of irradiance map to jwcz19
Sending 154480 bytes of irradiance map to jwcz17
Sending 154480 bytes of irradiance map to jwcz20
Sending 154480 bytes of irradiance map to jwcz24
Threads completed
Waiting for DR to finish
Number of raycasts: 135598855
Clearing global light manager.
Clearing direct light manager.
Clearing ray server.
Clearing geometry.
Clearing camera image sampler.
Clearing camera sampler.
Clearing DMC sampler.
Clearing path sampler.
Clearing color mapSuccessfully written image file "J:\9007-Leisure\Competition sportovni hala\images\testosteron\111.jpg"
Preparing camera sampler.
Preparing scene for frame.
Server 192.168.3.122: Starting frame 4.
Server 192.168.3.124: Starting frame 4.

MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

Server 192.168.3.125: Starting frame 4.
Server 192.168.3.119: Starting frame 4.


MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
Compiling geometry.
Preparing ray server.
Creating and initializing 2 thread(s).
Allocating memory for build data of 502828 faces (14079184 bytes, 13.4 MB).
Initializing face build data.
Creating 'done' event.
Starting first thread.
Waiting for thread completion.
Releasing thread resources.
Preparing faces for intersection tests.
SDTree statistics:
Total number of faces stored: 502828
Max tree depth: 45
Average tree depth: 25.7228
Number of tree nodes: 84801
Number of tree faces: 1073623
Number of tree leafs: 35125
Average faces/leaf: 30.5658
Memory usage: 30.67 MB
Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
Preparing direct light manager.
Preparing global light manager.
Irradiance sample size is 84 bytes
Photon size is 56 bytes.
Light cache sample size is 120 bytes.
1 interpolation maps registered
Rendering interpolation maps with minRate=-3 and maxRate=-2
Setting up 2 thread(s)
Bitmap file "S:\JW_Image_Templates\WOOD\Wood Floors Texture Collection\oakhb.jpg" loaded.
Sending 840004 bytes of irradiance map to jwcz17
Sending 840004 bytes of irradiance map to jwcz17
Sending 840004 bytes of irradiance map to jwcz17
Sending 840004 bytes of irradiance map to jwcz17
Sending 245872 bytes of irradiance map to jwcz17
Sending 840004 bytes of irradiance map to jwcz24
Sending 840004 bytes of irradiance map to jwcz24
Threads completed
Calling endPass() on irradiance maps
Sending 840004 bytes of irradiance map to jwcz24
Calling prePassDone() on irradiance maps
Sending 840004 bytes of irradiance map to jwcz24
Sending 245872 bytes of irradiance map to jwcz24
Image prepass completed.
Rendering image.
Setting up 2 thread(s)
Sending 840004 bytes of irradiance map to jwcz19
Sending 840004 bytes of irradiance map to jwcz19
Sending 840004 bytes of irradiance map to jwcz19
Sending 840004 bytes of irradiance map to jwcz19
Sending 245872 bytes of irradiance map to jwcz19
Sending 840004 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz20
Sending 840004 bytes of irradiance map to jwcz20
Sending 245872 bytes of irradiance map to jwcz20
Threads completed
Waiting for DR to finish
Number of raycasts: 64879172
Clearing global light manager.
Clearing direct light manager.
Clearing ray server.
Clearing geometry.
Clearing camera image sampler.
Clearing camera sampler.
Clearing DMC sampler.
Clearing path sampler.
Clearing color mapper.
Successfully written image file "J:\9007-Leisure\Competition sportovni hala\images\testosteron\111.jpg"
Preparing camera sampler.
Preparing scene for frame.
Server 192.168.3.125: Starting frame 5.
Server 192.168.3.124: Starting frame 5
.

Server 192.168.3.119: Starting frame 5.

Server 192.168.3.122: Starting frame 5.

MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.

Releasing thread resources.
Preparing faces for intersection tests.
SDTree statistics:
Total number of faces stored: 502828
Max tree depth: 45
Average tree depth: 25.7228
Number of tree nodes: 84801
Number of tree faces: 1073623
Number of tree leafs: 35125
Average faces/leaf: 30.5658
Memory usage: 30.67 MB
Scene bounding box is [911.585,-804.854,-35.0771]-[15532.3,11118.7,648.326]
Preparing direct light manager.
Preparing global light manager.
Irradiance sample size is 84 bytes
Photon size is 56 bytes.
Light cache sample size is 120 bytes.
1 interpolation maps registered
Rendering interpolation maps with minRate=-3 and maxRate=-2
Setting up 2 thread(s)

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and this can continued ....

hope it will help you to understand the setting ...and rest


 Grin


Logged
Joe Human
Full Member
***
Posts: 216


dbh.

JHumanator
WWW Email
« Reply #17 on: February 23, 2009, 04:30:42 PM »

So I have confirmed vtrdo's animation method, so far so good.  This will save me days and possibly weeks or render time, thanks!
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- Doweth!
vtrdo
Newbie
*
Posts: 16


« Reply #18 on: February 24, 2009, 05:31:21 PM »

you are welcome  Wink

yap, lot of overnight stays in the office, just to fire render button :-)
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steelers05
Sr. Member
****
Posts: 402


« Reply #19 on: March 10, 2009, 04:46:44 PM »

I can also confirm that this work around does work.  I had 16 cores working on something last night.  There is one problem that I have encountered though and I hope someone may have a solution?...if you want to have a fairly smooth animation you need to use about 25-30 frames per second and sketchup only allows you to extend the length between scenes to a max of 100 and that only gives you about 3-4 seconds of animation time...is there anyway to go beyond that 100, because I am trying to compile an animtaion that completely eliminates that jerky SU camera movements by only using two scenes but making them about 10 seconds long between scenes.  That means I need about 300 frames instead of the limited 100 that this work around suggests.   Anyone think they could figure this one out? because I am out of ideas right now, and its pretty dissappointin since the spawner actuallly does work.
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Jackson
VfS Testers
Sr. Member
****
Posts: 728



« Reply #20 on: March 11, 2009, 04:35:39 AM »

Maybe you could use the flightpath ruby (which will create a custom smooth camera path by generating hundreds of scenes) with 1 sec transition time, VfSU output 1 frame per sec. Not sure if it'll work (I don't use DR), but it's worth a try.

http://www.smustard.com/script/FlightPath
Logged

If you've got a VfSU problem, be specific and post an image using Photobucket, Imageshack, etc. JPG format is often ten times smaller than PNG so they load MUCH faster for users on slower connections.
Marcus McLin
Full Member
***
Posts: 147


Back in the day...

reemo8534 knighthawk1985
Email
« Reply #21 on: June 11, 2009, 01:08:10 AM »

I can also confirm that this work around does work.  I had 16 cores working on something last night.  There is one problem that I have encountered though and I hope someone may have a solution?...if you want to have a fairly smooth animation you need to use about 25-30 frames per second and sketchup only allows you to extend the length between scenes to a max of 100 and that only gives you about 3-4 seconds of animation time...is there anyway to go beyond that 100, because I am trying to compile an animtaion that completely eliminates that jerky SU camera movements by only using two scenes but making them about 10 seconds long between scenes.  That means I need about 300 frames instead of the limited 100 that this work around suggests.   Anyone think they could figure this one out? because I am out of ideas right now, and its pretty dissappointin since the spawner actuallly does work.

I haven't been able to test this out yet, but based on the way the work-around works, can't you first create your scenes in SketchUp, then go into the SU animation settings and set the scene transition to 25 seconds per scene? Then, go into the VRay options and set the animation output settings to 1 frame per second. I suppose this won't really help fix the camera jerk problem, but it should let you render the entire animation in one sitting without having to break it up into several 3-4 second segments.

Also, one interesting thing to point out, VTRDO said to set the "MODE to single frame." Which primary and secondary rendering engines are being used? Whenever I've done animations on VRay, I've used IRmap as my primary engine and Light Cache as my secondary. I've used both the Single Frame and Incremental Add to Map modes for the IRmap, but have always used the Flythrough mode for the Light Cache.

I'm not sure which rendering engines were used for this work-around, but I have a feeling that the "Single Frame Mode" is the key to why the work-around works. (I haven't been able to get it to work yet, but given some the these responses, it must work and I must still be doing something wrong.) Like Damien, I couldn't quite see what difference it would make by setting the frame rate to 1 frame per second.

Can someone let me know what rendering engines were used for the work-around and what mode each rendering engine was in? Also, has anyone tried keeping whatever rendering engine it is to single frame mode and then increased the frame rate to something other than 1 frame per second?

Sorry for the long post  Grin
Logged

I am currently using V-Ray 1.05.30 until the patch comes out for the newest version.
SketchUp 7.1.6860
Windows XP Professional-32 bit
Intel(R) Core(TM) 2-6300, 1.86GHz
2.00GB of RAM


Marcus McLin, Intern - Serena Sturm Architects
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