3ds Max :: Objects Not Rendering Correctly Through Backburner
Nov 12, 2012
I've rendered a prepass for the IR and sent the job to BB like normal. The issue is with one piece of geometry. It's rendering it out of place when rendered through bb. If I render the frames directly in Max it renders correctly. This would be fine but I'm trying to render a 300+ frame batch to fix this area and I'd really like to be able to use the farm.
I tried copying the transform keys from the object, deleting it and replacing it with a fresh copy of the geometry made in a fresh/empty file and then pasting the keys back on. Then rendered out the prepass in Vray and I'm still getting the problem. It's obviously not with Vray because when I render directly through max it renders correctly. It's got to be BB but I'm completely stumped as to why or how to fix it. It's as if BB is getting incorrect geometry information from the max file.
The object renders through bb transformed in the x axis. In other words, the object is rendered about 3 feet off to the right of where it actually is.
Ive gained access to a very powerful 32 core machine. Im using maya but im sure the same applies to 3dsmax, The initiation of each frame is actually single threaded, whereas the rendering itself is multithreaded.
Because of this the cores are not used until the actual rendering starts.Ive noticed that The initiation is taking about 2 mins, whereas as the render is almost instantly complete because it utilizes all 32 cores.
Is their a way to tell backburner to start initiating more then one frame at once on a single computer? Or can the initiation and the actually render be split up into separate jobs?
Any other distributed software packages that might accomplish this?even though the 2 mins isnt that much. The time savings would be significant over thousands of frames.
I have scene that I uses videopost glow, when I try to render from videopost to BB Max2012 starts and render the first frame, then hangs so I need to turn the power off.But I just render the same scene localy it works just fine.With my old installtion 2011 this was working just fine, and if I render from the standard render to BB it works, it´s only when render from videopost.
All the footage is available, but backburner starts rendering and the stops just before 100%. So I have a bunch of clips on idle, and there are most of the time only 2 frames missing.... why is that? Can I consider the job done and delete it out of the backburner?
Smoke 2012 SAP2 SP4 and Smoke 2013 SP2 (Smoke Classic Keyboard Shortcuts) Mac Pro 4,1 OS X 10.6.7 12 GB RAM NVIDIA Quadro 4000 14 TB RAID (Areca)
One of the objects in my scene is not rendering correctly. It is a side panel grating with holes in it. In the viewport it looks fine, but once I render it only some of the holes display. I created the front grating with the same method and it renders every hole just fine.
Today I was just about finished editing a video on CS6.What happens is that while RAM previewing at some point during the loading of the preview it will stop loading, It will then proceed to play the ram preview on loop and when I press a button to stop it a small box pops up in the centre of my screen and the ram preview bar to show what has loaded (the one which shows green for parts that are loaded and blue for cached) turns black and sometimes other parts of after effects turn black. This has happened before and I fixed it by uninstalling and reinstalling After Effects about 6 times. I would do that this time though I would like to know the cause of it and any possible fixes as it is quite irritating. Another thing that may be happening is the RAM usage is slowly filling as I render. This has happened before on my laptop and I did not manage to fix it though it was not related to the first issue that time. The last time when it happened on my laptop the RAM usage eventually filled up to 100% and it would no longer render. I am not sure if it is happening this time as it is still currently rendering though I will update the thread if it does. Finally my render is going very slowly, I am not sure if this issue is realted to any of the above or if it is just the effects I am using though. My memory and multiprocessing settings are using 6 cores of 7 with 2 GB of ram allocated to each with multiprocessing on. My ram allocated for other programs is 6GB. To fix these Issues so far I have tried clearing the cache, purging the memory and image cache, restarting my computer and reinstalling after effects.
I'm new to 3DS Max Design and I'm trying to export a model to .3ds format. When I open the .3ds file in 3DS Max it looks fine. However, when I open it in other programs, like Google Sketchup, the model is not correct. Objects are not aligned correctly. See the pic.
My mtext and multileader styles are created to be "annotative"; however, they didn't have a consistent size through all my different scaled viewports. When I drew them on my model, I added the scales needed, but on the viewports, the only objects consistent in size were the "Drawing Title" from my tool palette and the arrowhead from the multileaders.
When I created these objects, I typed in 0'-0" for the height. But then in the text panel (Annotate tab) I saw there is a drop-down menu with different heights, which seem to override the 0'-0" height.
I ended up drawing these objects on paper space, and they looked fine until I opened the drawing days later (the text was considerably larger).
How can I draw mtext or multileaders on model space, and add scales correctly?
how you get objects, say i drew a rectangle, to the correct size from model space to paper space. And why when you change the dimensions of an object to meters from milimeters, does it not change the size of the object on paperspace when it's at the same scale.
I'm trying to make lego arms currently. I'm using two capsules to make the arms. But you can obviously see two capsules were put together. Is there a way to mush the two objects together to make it look like one? I tried connect and Turbosmooth but it's still noticeable.
3DS Max 2012 Windows 7 - 64 bit AMD Radeon HD 6570M Intel Core i7-2630QM CPU 2.00GHz, 6Gb Ram
I make a compound object, then when I resize it, it moves anchors around. Note the corners on the 3rd "8" -- they're pinched together. This is happening on a lot of different object
I created a closed object that had a Bezier curve as part of it's definition. I wanted to scale it by 110% and then use this second enlarged object to create a sort of a background underneath the first object to create a sort of a shadow effect. But rather than the second object being uniformly larger than the first it intersects the original object in ways that don't make sense to me.
Is there an easier/differnt way to create an effect like this? I can do it but have to manually adjust a lot of points in the new object so that they create a uniformly larger version of the original object but it's a lot of effort for something that works fine for normal polygons with straight lines (e.g. a star with 5 points).
i've attached an image of what I get with this technique of creating two examples of two objects one a 110% scale version of the other. The first star shows the effect I'm trying to get and the second shows the problem (the red border does not surround the black object uniformly around the perimeter)
My goal is to get it so that I can just turn on realistic visual style and ray tracing and be able to get usable screen shots for product datasheets/ marketing material without having to resort to rendering in studio. (If possible and I think it should be) All my products feature a black powder coated enclosure (think DVD player shape/size). When I enable ray tracing all I basically see is a black blob with no good definition between surfaces,etc.I'm assuming now that I need to do 2 things #1 increase/modify lighting and #2 modify the colors in the style library to work better. For that black color in the style editor I basically have all 4 colors (ambient/diffuse/specular/emissive) set to black. Is there something I should do to allow "more realistic" colors instead of just all color options set as black? I've gotten very decent renders from studio that worked just fine in the past but I've got roughly 400+ screenshots that are needed now for new products. I can play around with settings till I'm blue in the face but I was just looking for tips to have a decent baseline to start with.
Problem: Ps CS6 incorrectly renders vector objects pasted from Adobe Illustrator. CS5.1 does not exhibit the problem.
Below is screenshot of artwork in Illustrator and which is copied to clipboard, followed by screenshot of "Paste as Smart Object" in Ps CS5.1 then screenshot of same paste in CS6. "Paste as Pixels" gives identical good rendering in CS5.1 and poor rendering (gray pixels which should be pure white in this example) in CS6. This is repeatable with other artwork.
Several weeks ago there was a complaint in this forum that Photoshop CS6 poorly renders vector artwork that is pixel-aligned in Illustrator. The Adobe response was that Photoshop is correct. Strange that CS5.1 can render pasted vector artwork perfectly and only CS6 makes a mess.
why i cannot change the color of the background when rendering? It is always black, and i cannot attached or make new material, if need to attach jpeg or new texture on my drawing, cannot create new material. what should i do? im currently using autocad for mac 2012.
I've finally set up my renderfarm. I have Maya 2012 suite (network install) and Max 2012 (dedicated install) on my workstation. I have a network licence manager computer for Maya 2012 and 4 renderfarm computers for backburner. (Thats how I presumed the setup should be)
The installs for the workstation and licence manager are working fine. I'm now trying to install backburner on the render farm computers but cannot install backburner without installing the whole 3dsmax suite.
My questions are is this setup correct?Do I have to install the full suite on the renderfarm computers to get backbuner to work?
1. Main Computer> I run a Manager 2. Main Computer> I run a Server which connects to the Manager (no problems here). 3. Main Computer> I run a Monitor. 4. Second Computer> I run a Server, it connects with Manager on the Main computer no problems. 5. Main Computer> I click connect in the Manager and it connects showing both computers available and idle. 6. In 3dsmax 2013, I choose Network rendering and it pops out the window where I leave options as they are and click connect in the available server list it only shows the Main computer the other one is not there (although it is in the Monitor list). When I start rendering only one computer is used for the process.
Backburner 2013 the newest version just downloaded 3DSMax 2013 Student version
I have a small render farm of about 6 computers running Backburner for a Max Design 2013 animation. After working fine last week, one particular computer is not able to run Server, although all the rest of the computers seem to work fine. On Server startup, the error message is:
Error receiving information: An existing connection was forcibly closed by the remote host (0x2746)I'm not finding very specific information regarding the message by searching Google.
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.
We were hoping our recent transition to a domain based network would fix this but it hasn't. Texture files are packaged and sent with any backburner job, so even if the workstation is has a local, older version of the same texture file, it shouldn't matter.
The OS on the workstations is Windows 7 Pro 64-bit, and the render servers run Windows 7 server. Rendering with vray 2.0, 3ds max 2012 x64.
My rig is a laptop with two GB of memory and an Intel celron 900 processor. I am modeling out a building and have begun adding light sources. This has put a huge drag on my laptop, and I can barely move the viewport. is there a way to share the load via backburner or something else with a much more powerful rig?
I tried rendering a sphere with an multipage pdf earthmap over backburner. The map is only loaded and rendered in lowres. Rendering on each workstation locally works fine and highres and as expected.
I installed Backburner same I used to install the older net rendering system.
It will not render when installed as a service.
If I run the server as an application and I am logged in as administrator it works.
When I install it as a service it won't.
The Service is run using an account that is an administrator on the local machine and that account has admin privileges on all local machines. It is not a domain admin account though.
I get an error on the manager software that there are no valid servers to process the job. On the Monitor software all servers are listed as being absent.
This became a problem when Backburner came out in place of the older version of the network renderer. Approx 2009 version. Even though they both appear to be identical what used to work fine now doesn't.
I'm trying to set up Backburner and 3DS Max Design, and I'm a newbie to both. I'm getting the warning 'Could not find a Manager. Will keep trying...' when I try to connect to my manager machine from the server machine using the manager's IP address. I can connect to the manager from the monitor on the server machine, however, and I can connect from a virtual machine running Windows 8. The server machine is running Windows Server 2012 - I haven't been able to find where someone says if you can or can't use Server 2012.
I have a render node whose server appears in the backburner manager. However in the Network Job Assignment dialog the server does not appear. The server does show up in the Monitor.
All boxes have latest 3dsmax 2012 as well as latest version of Back-burner 2012
Too often, I have a job, where backburner assigns a bunch of frames to one server while all the others sit there idle as if to agonize me for all the money I spent and lack of time I have.
It happened this time when rendering with skipped frames selected. It assigned 20 frames to one machine. Reseting the tasks doesn't reaqsign them.
I got a few render boxes, the older ones (mix of XP and win7) are generally fine.The new machines however fall over (crash with `unhandled exception`) while network rendering through backburner. This has the effect that 3dsMax `hangs` i.e waits for you to remote login and click `cclose program` (this may be a windows message though)This effectively removes the machine friom render slave mode as it hangs until max is manually closed.
Either i need to find out why they`re crashing and stop it or a way to make max crash and auto shut down/reboot max/backburner or even a machine restart would do.
(again, the error is ridiculously vague. windows 7 64bit is up to date as is max2011).i just checked and it`s windows thats crashed, asking to sened info to microsoft.