Cache friendly incomplete render

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Sharlybg
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Cache friendly incomplete render

Post by Sharlybg »

Just testing an animation with Cache friendly because of the speed bump (from 3.5 Ms to 5.4 Ms ) and look like some of the rendered frames aren't completed. There is no Lightracing and the halt condition is set to 32.
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Dade
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Re: Cache friendly incomplete render

Post by Dade »

Sharlybg wrote: Sun Nov 08, 2020 1:31 pm There is no Lightracing and the halt condition is set to 32.
You need to set an halt condition only for the eye pass (not for eye+light).
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Re: Cache friendly incomplete render

Post by Sharlybg »

Dade wrote: Sun Nov 08, 2020 2:49 pm
Sharlybg wrote: Sun Nov 08, 2020 1:31 pm There is no Lightracing and the halt condition is set to 32.
You need to set an halt condition only for the eye pass (not for eye+light).
Not sure to understand what you mean. I'm not going to enable LT anyway and the Halt condition setting only offer you to set a number of sample without telling that you can chose between eye pass or eye light.
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Re: Cache friendly incomplete render

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Sharlybg wrote: Sun Nov 08, 2020 3:37 pm I'm not going to enable LT anyway
Than it is this: viewtopic.php?f=4&t=2700&p=26026&hilit= ... ion#p25999
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Re: Cache friendly incomplete render

Post by B.Y.O.B. »

Dade wrote: Sun Nov 08, 2020 2:49 pm
Sharlybg wrote: Sun Nov 08, 2020 1:31 pm There is no Lightracing and the halt condition is set to 32.
You need to set an halt condition only for the eye pass (not for eye+light).
The Blender addon is doing that already: https://github.com/LuxCoreRender/BlendL ... alt.py#L39
Anyway, it shouldn't matter in this case, since light tracing is not used.
Dade wrote: Sun Nov 08, 2020 4:26 pm Than it is this: viewtopic.php?f=4&t=2700&p=26026&hilit= ... ion#p25999
The "cache-friendly" setting in the Blender addon should result in 32 samples per iteration: https://github.com/LuxCoreRender/BlendL ... ig.py#L302
So 32 samples should be the correct halt condition.

@Sharlybg: can you reproduce it in a simple testscene?
What number of samples is reported after the rendering stops?
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Re: Cache friendly incomplete render

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@Sharlybg: can you reproduce it in a simple testscene?
What number of samples is reported after the rendering stops?
Currently i just set the halt condition samples higher (128) to avoid such black cut. But i get random final samples/pixels (129/133/136/128/135....)
Will have to wait for tomorrow to make a simple scene and try to reproduce the issue as the current computer is rendering the animation.
BTW would like to have a TUTORIAL on how to setup AWS server for Luxcore 2.5 will be great as the Luxit thing is still in the Blur side .... :roll:
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Re: Cache friendly incomplete render

Post by B.Y.O.B. »

Sharlybg wrote: Sun Nov 08, 2020 5:39 pm But i get random final samples/pixels (129/133/136/128/135....)
It is normal that the render can stop at slightly more samples than set in the halt conditions. But in theory it should never stop at less, unless there's some bug or other problem.
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Re: Cache friendly incomplete render

Post by DionXein »

Sharlybg wrote: Sun Nov 08, 2020 3:37 pm Not sure to understand what you mean. I'm not going to enable LT anyway and the Halt condition setting only offer you to set a number of sample without telling that you can chose between eye pass or eye light.
I got same problem, but with time halt condition. And frames were unreadable at all, not even a part of render.
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Re: Cache friendly incomplete render

Post by B.Y.O.B. »

DionXein wrote: Mon Nov 09, 2020 5:08 pm I got same problem, but with time halt condition. And frames were unreadable at all, not even a part of render.
it doesn't really make sense to use the "time" halt condition when rendering multiple samples per pass over the image, unless the set time is a lot longer than it takes to complete one pass.
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Re: Cache friendly incomplete render

Post by DionXein »

B.Y.O.B. wrote: Mon Nov 09, 2020 6:00 pm it doesn't really make sense to use the "time" halt condition when rendering multiple samples per pass over the image, unless the set time is a lot longer than it takes to complete one pass.
So you mean for animation is better to use sample halt condition? If so, you could add some helper notice about it :idea:
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