Version 3.06.2 - obsolete stable

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aoktar
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Kretschi wrote:Hello,

In 3.06 Panoramic/Spherical camera does not work together with motion blur enabled!
(when mb is enabled I get a field of view of 90 degrees)

This worked well in 3.05.

Also the cylindrical camera does not work at al in 3.06


Can this be fixed?


Thanks, Andreas.
I'm gonna check that. Thanks for reporting.
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Kretschi
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aoktar wrote:
Kretschi wrote:Hello,

In 3.06 Panoramic/Spherical camera does not work together with motion blur enabled!
(when mb is enabled I get a field of view of 90 degrees)

This worked well in 3.05.

Also the cylindrical camera does not work at al in 3.06


Can this be fixed?


Thanks, Andreas.
I'm gonna check that. Thanks for reporting.

Great!!
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aoktar
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zxctnt wrote:when i turn off the camera visibility ,shadow pass seems not the right result. :roll:
We'll look to that. Thanks!
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rschrem
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This is a pretty stable release. Especially the adaptive rendering is a really great feature!

The only issue we get is that we get "render failure detected" errors (see attached screenshot) in Team Render every few hours on our machines.
Whenever this error occurs all card are reported to have 0 MB of available memory.

It does not seem to be related of what content we render - after a reboot the same image renders just fine.
We can not reproduce this error - we can just observe it many times over a day and then reboot

This occurs on all of our machines - three of them equipped with 7 Titan X (Pascal) card and five more equipped with 1-3 1080 Graphic and 1-2 Titan X (Pascal) cards.
Some of the Systems are water cooled others are air cooled. All of the air cooled ones use the NVidia reference design for air cooling.
We use on all machines Windows 10 and the latest Nvidia driver.

Please advise what we could do to give you better hints what this is all about.
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Screen Shot 2017-04-24 at 23.00.27.png
rschrem
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Attached another example from a water cooled machine with 7 Titan X (Pascal) Cards that are rendering some heavy animation.

In this case only the last card reports 0 MB of memory. The machine continues to render on just fine with 6 remaining cards. And after a system reboot all seven cards are up and running again. Sometimes it tehn runs fine for only 15 Minutes and sometimes it runs just fine for 8 hours in one go before any next failure.

Again, it does not seem to matter what we render - some thing easy that renders a few seconds / frame or something super heavy needs several minutes per frame.

In other cases all seven card will report 0 MB and the we get the render failure message.
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Screen Shot 2017-04-24 at 23.23.57.png
rwalker
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Has anyone else compared 3.06 render times with 3.06TESTx render times? My last project rendered in 3.06TEST4 in 19:42 per frame. 3.06 renders it in 21:55. Why would the final release be slower?
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aoktar
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rwalker wrote:Has anyone else compared 3.06 render times with 3.06TESTx render times? My last project rendered in 3.06TEST4 in 19:42 per frame. 3.06 renders it in 21:55. Why would the final release be slower?
We are not aware of any speed difference. Did you tested with exactly same settings(gpu priorities) and on several projects? Making decisions with just a scene that's not good idea.
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Terryvfx
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Hello there! for some reason I found that checking geometry updates in this scene triggers a re-render in the live viewer every time you change a parameter in the camera imager or the post tab which shouldn't happen.
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aoktar
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Terryvfx wrote:Hello there! for some reason I found that checking geometry updates in this scene triggers a re-render in the live viewer every time you change a parameter in the camera imager or the post tab which shouldn't happen.
I'd not name it as bug without knowing the background processes. You may see at window in the video what happens with virtual objects. This is a special case with mograph objects+shader effector. Here It recreates the virtual objects of fracture on every click/etc... That's not a bug for me but that's a weak side of C4D system. I have very complicated engine which try to detection changes and avoid the unnecessary updates. But there's not a perfect result for every times.
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Terryvfx
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@Aoktar Thanks you for the clarification and taking the time to look this over.
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