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    Rabit
    @rabits
    So @Zman350x the builds I posted in state-of-the-art/BlendNet#160 are working for you?
    Zman350x
    @Zman350x
    @rabits Yep! Still feels a bit slow tho, might just be me.
    I feel like 4 computers running 10700k's wired via ethernet should be able to do more than 42 frames in 1.66 hours on a default cube
    (128 samples rather than 4096)
    A also adjusted the default OpenImageDenoise from Accurate to Fast and Albedo and Normal to Albedo
    And only 128 frames rather than the full 250 of the full "animation" (although that won't affect the speed-per-frame)
    All just to speed the test up
    Zman350x
    @Zman350x
    Part of me feels like the bottleneck might be the network. It'd be cool if there was an option that would render like this: Manager counts number of frames and number of agents. Manager divides frames among agents evenly: "Ok, agent 1 you get frames 1-20" "Agent 2, you get 21-40" "Agent 3..." etc. Each computer goes and renders its assigned section and sends completed frames back to client PC
    Obviously this workflow doesn't work in every scenario, so a dropdown menu would be nice to select between whatever the current system is called, each task is a frame (what you mentioned implementing), my frame grouping thing, and whatever else you may implement in the future.
    Rabit
    @rabits
    So the blendnet right now focused to render much more complicated frames - like huge pictures with high resolution (that's why it's dividing the single frame over the entire cluster). Unfortunately the work is stalled and most probably I will need to rewrite the entire engine to support multiple render scenarios.
    Zman350x
    @Zman350x
    Well, luckily the final project'll be a big complicated scene, so I guess that'll help
    phellmann
    @phellmann
    hey there!
    Does anyone got blendnet with blender 3.0.0 or 3.0.1 to work? I am on windows and I followed exactly the first steps setup guide for local renderfarm with manager, agent and client via addon on my local machine
    with the latest blender 2.93 it worked like a charm but with the 3.0 its not able to process a task properly and is not saving any frames and I also cannot stop it via the blender addon panel (kill tasks, etc.). did anyone experience similiar problems? can someone support me in this? what do you need to know?
    Rabit
    @rabits
    Hi @phellmann , if you're talking about v0.3 of blendnet - the branch was updated with the fix, but I seems forgot to release the fix as archives. Let me do that quickly
    Rabit
    @rabits
    Ok, just released - not sure if it will fix your issue but worth a try
    phellmann
    @phellmann
    @rabits amazing, thanks. I will try it now
    phellmann
    @phellmann
    whats happening .. I rendered 5 frames animation as test and it takes forever. is one agent rendering one frame in multiple chunks? the agent is updating render blobs and merges stuff like crazy but I never see something. its a default scene with the default cube moving across 5 frames.
    and the manager now gives these errors on startup https://pasteboard.co/f8EfYL1Ist91.png
    phellmann
    @phellmann
    I read the default cube has issues, so I created a non-default scene but agent is saying this now: https://pasteboard.co/CUhxZlz4W2FH.png
    and the addon doesnt let me delete a task or delete all tasks. https://pasteboard.co/gE3wC6ZQ6Gmy.png the workspace is in my documents, so blender should have access to them. They can be created, but not deleted..
    phellmann
    @phellmann
    ok, got it to work now. I deleted gcloud and aws python files in the providers folder
    but the task list cannot be cleared with the actions. is this a known issue? (neither in admin mode or regular blender start)
    phellmann
    @phellmann
    does blendnet support GPU rendering with cycles?
    phellmann
    @phellmann
    and does it support compositing file output nodes?
    Rabit
    @rabits
    Oh, sorry for the late answer - no blendnet doesn't support GPU rendering out of the box (state-of-the-art/BlendNet#83)
    And no, only one render output is supported (state-of-the-art/BlendNet#95)