Do you have alpha shadows checked in the render settings?nedan wrote: Shadows are not calculated correctly taking into account the opacity texture.
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Moderator: JimStar
No, did not know that. Works now this part. Thanks.TBFX wrote:Do you have alpha shadows checked in the render settings?nedan wrote: Shadows are not calculated correctly taking into account the opacity texture.
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This is a really useful workaround to have as if a card fails during a batch render the render will hopefully continue on.JimStar wrote:Thank you very much! It is what I needed.jmfowler wrote:Jimstar - I did another render and the error you referred to is what it said see image below, this was captured at the end of the second animation frame
Now, thanks to this log, I can tell you what is the exact reason: it is really the engine issue. I don't think it is the big deal (as the rounding is very small), but anyway it is the fact: it seems that the engine rounds a little the counted samples when rendering, so if you render some big amount of samples it becomes "visible". E.g. if the engine sees that the next iteration will give more samples than needed - e.g. you already have 7997 and the engine sees that the next iteration will give 8016, it stops refreshing the image rounding it to the lowest value... It is only my assumption about the engine's algorythms, but it seems that it is something like this...
I just have added the workaround which catches if it happens and treats this frame as finished.
I was able to get rid of many of those crashes by upgrading my graphic card drivers to the latest. I needed older drivers because of AVID but finally thought that octane was more important than AVID hehehemagicU wrote:My problems seem similar to a post I saw by another user (ToxicRik, I think), though that was on a much earlier 2.5x build.
will try it out on 2013 and see if things improve..
Jimstar and TBFX - using 3.03f - good news and bad - I have studied the frames from last night, the first frame rendered in an hour, but the four frames after that took 1.5 hours meaning the 580 card ( probably this one as i have seen this one fail) failed on the second frame and the others, BUT the render kept going!!. NOW - I also had another render command in the .bat file and the render started on the same scene but at a different place - Again the first frame rendered in 1 hour but the frames after that took 1.5 hours...TBFX wrote:This is a really useful workaround to have as if a card fails during a batch render the render will hopefully continue on.JimStar wrote:Thank you very much! It is what I needed.jmfowler wrote:Jimstar - I did another render and the error you referred to is what it said see image below, this was captured at the end of the second animation frame
Now, thanks to this log, I can tell you what is the exact reason: it is really the engine issue. I don't think it is the big deal (as the rounding is very small), but anyway it is the fact: it seems that the engine rounds a little the counted samples when rendering, so if you render some big amount of samples it becomes "visible". E.g. if the engine sees that the next iteration will give more samples than needed - e.g. you already have 7997 and the engine sees that the next iteration will give 8016, it stops refreshing the image rounding it to the lowest value... It is only my assumption about the engine's algorythms, but it seems that it is something like this...
I just have added the workaround which catches if it happens and treats this frame as finished.
@jmfowler - After this fix from JimStar did you notice if all the cards you started the render on were still working on the render all the way through? Did any of your cards fail during the render but the render kept going?
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