3ds Max :: Backburner And Final Gather Generation

Sep 1, 2011

I am working with a network and it works for standard rendering.

I want to use it to pre-generate the FG maps. I have tried the "generate now" button, but that makes the FG calculate locally on the current machine... even with Net render checked.

When I try doing a render using the frames just as junk, it renders out, but does not save the FG map.

Working with max 2012 and Backburner.

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3ds Max :: Pre-Rendering Final Gather Options

Jul 8, 2011

I'm trying to optimize the rendering time on pre-rendering my Final Gather map.

I've set it to every 5 frames and halved the resolution of my FG map compared to the final render but I'm wondering if some of the other roll-outs such as the Image Precision, Soft Shadows, Glossy Reflections and Refractions make a difference to the FG map. Can I knock these settings down a notch or two, or do I have to keep them the same as the final render?

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Aug 19, 2011

After I installed design 2011 student version, I can't move the final gather presets or for that matter there are no presets available to change. And the values go erratic often. I switched to scanline and back to MR but that doesn't rectify it.

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It is an animation that I am rendering (moving car and moving camera).

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3ds Max :: Final Gather Process Halting In Recalculation

May 26, 2011

I've got a scene set up with a lot of objects (about 680 of them), and about a million polys. I'm in the process of trying to render out the animation and I'm running into some problems.

When I am attempting to recalculate my final gather maps so I can interpolate between frames and reduce flicker in the final animation, it is halting at different frames depending on what final gather settings I'm using, but halting with every setting I've tried.

This last time I tried it with "Low" default settings (.4, 150, 30, 0 bounces) and it stopped on frame 90 at 99.9% of "computing final gather points". With other settings it has stopped at frame 102 at 95.4%, and on another setting frame 87 at 66.5%. The most common percentage to halt at has been 99.9% of Computing Final Gather Points, but the frame number it halts on and the percentage varies.

The halt is repeatable and happens at the same exact spot in the animation depending on the settings. So if I use "Low" (.4, 150, 30, 0) it will always stop at frame 90 at 99.9% Computing Final Gather Points. The other settings will produce the same result over and over as well. I also attempted to re-start the precalculation from the frame that it halted on (after deleting the previous FGM file for that frame). Frame 90 still halts at 99.9%... or frame 102 halts at 95.4%... etc...

I can, however, get frame 91 to complete it's final gather map if I set the sequence to pick up on the next frame and go from there.I will attach an image of the model/scene I'm currently working on.

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Aug 2, 2013

I am trying to write a layer gathering and changing program that will store a lists of layers based on layers they need to be changed to. I am writing it in C# and the part that is killing me is I need to store the old layers before I convert them so that way in the future the program will automatically know to change those layers to the appropriate layer.

I am trying to use an .xml file to permanently store the layers, and a serializer to read the layers into a dictionary so that I can search and see if I have already come across a layer.

I know that sounds very convoluted so let me simplify the problem. We have our layers which are only 7 layers. We get drawings from outside sources and they have their layers. Their layers correspond to one our 7 layers. We have a list showing which of their layers correspond to one of our layers. When we get drawings with layers we've never seen before, we need to search through the list to confirm it isn't already there and if it is not present, then ask the user to which of our layers their new layer should be associated.

I want to store the data in a xml file in a manner similar to this <ourlayertheirlayer> ourlayer1, somerandomthintg ourlayer1, anotherrandomthing ourlayer1, thisrandomthing ourlayer2, whatisthis ourlayer2, whoisthis ourlayer3, whycantifigurethisout ourlayer3, canyoufigureitout</ourlayertheirlayer>

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I want the data in the xml file to persist between application sessions, but the dictionary would be filled each the program is started.Later in the program I will use the Dictionary to gather all the objects based on their layer, the second string in the dictionary, and convert them to our corresponding layer, the first string in the dictionary.

I am having trouble setting up my types in C# though. How do I create an xml serializer that will read ourlayer, theirlayer from an xml file and save it to a Dictionary. The data doesn't have to be in the xml file in that format either, I just can't think of an easier way than commas to sepearte the two pieces of data.

public class OursTheirs{ public List<string>[,] goToDict { get; set; }}public class oursTheirsComma{ public string commaPresent { get; set; }}public static class SerializeAddToDict{ public static string getFromXML(string xml) { XmlSerializer xmls = new XMLSerializer(typeof(string)); return xmls.Deserialize(new StringReader(xml)) as string; } public static List<string>[,] ParseXML { //Stuff here

I haven't figured out to convert the string to a //List<string>[,] where the first column is one of our 7 layers,second //column their layer } //Then some other stuff here to add the stuff to a dictionary}

 I just starting learning C# and .NET.
 

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Sep 5, 2013

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Jul 23, 2013

I am just starting to learn C# and .NET and I am trying to write a simple program to gather all the layers from a drawing in a directory, save them to a list, and use that list to change those layers to the appropriate layers. The way I want it to iterate is open the first drawing, gather the layers, ask the user which layer they want to change the original layer to, and when they select the new layer, it associates that old layer with the new layer so that in the future it won't prompt the user, it will just change it to that layer. Then it changes the layers and goes to the next drawing.

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Aug 2, 2011

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Aug 13, 2012

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Aug 30, 2011

I'm trying to fix a backburner/3ds max problem that's been plaguing our render farms at work for some time now. I'll give an example of what happened with last nights renders.

I sent a scene off to get rendered, and the footage that comes back has a texture from one of the objects flickering between 2 different versions of the texture. In this case, a normal map on one of the workstations was rendering a slightly older version. I had edited the normal map earlier that day and it was rendering the version of said normal map in the state it was before I editted it. It's not limited to normal maps, just any texture file really. It's also not a GI flicker. We can't seem to pin down the reason why a server or workstation would use what appears to be an outdated texture.

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Jul 12, 2011

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