network render inconsistency with blend materials

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FakeShamus
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network render inconsistency with blend materials

Post by FakeShamus » Wed Jan 02, 2013 10:18 am

hi, I noticed this a little while back, but could not pinpoint the issue. there seems to be a problem with blended materials not rendering correctly when using network rendering. normal, simple materials seem to have no problems. see the attached image - correct material render on the left and the network render version of the identical scene and materials on the right. the blue material in the image uses a couple nested blends: one to create the diffuse transmitter look and then that is blended with a null using texture mask for certain details I wanted to be completely transparent. the appearance of the networked render looks like the uv coordinates are getting jumbled somehow, but I don't know enough about this to really diagnose it. I am rendering on 2 mac pro towers, OSX 10.6.8 on both, using Indigo version 3.6.2 rendering in network mode with IndigoConsole, but noticed it on other recent versions prior to this.
thanks!
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networked material glitch.jpg

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OnoSendai
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Re: network render inconsistency with blend materials

Post by OnoSendai » Wed Jan 02, 2013 10:23 am

Thanks for the bug report. Can you send us the scene?

FakeShamus
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Re: network render inconsistency with blend materials

Post by FakeShamus » Wed Jan 02, 2013 11:14 am

ok, in trying to simplify the scene down so I could send it to you I got a little closer to the problem - seems that Indigo must be saving out the igmesh format differently than Blendigo does - "tarp test 1" is the original scene exported from blendigo, it renders correctly. when the scene is "saved as..." from Indigo, the newly created scene "tarp test 2" renders wrong.

so I opened up "tarp test 1" in text edit and tried plugging in the igmesh path from "tarp test 2" and it also renders wrong. so here are the 2 scenes zipped up, but really it seems to be just the igmesh that's causing the problem. the more I think about it I think it could be specifically about meshes with multiple uv sets. it doesn't seem to happen in cases of single textures, but I haven't narrowed it that far down yet.
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tarp test 1.zip
(3.73 MiB) Downloaded 204 times
tarp test 2.zip
(3.73 MiB) Downloaded 192 times

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OnoSendai
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Re: network render inconsistency with blend materials

Post by OnoSendai » Wed Jan 02, 2013 11:36 am

Btw, make sure all Indigo versions are up to date, including on the render nodes.

FakeShamus
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Re: network render inconsistency with blend materials

Post by FakeShamus » Wed Jan 02, 2013 12:03 pm

yeah, 3.6.2 on both machines.
by the way, just tested using a packed .pigs version of the original scene and it renders correctly. a little confused because I thought this is what would happen in a networked render situation - master packs the scene and sends the data to the slave. but Indigo is saving out a separate version of the scene in network cache and then transferring it, looks like?

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OnoSendai
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Re: network render inconsistency with blend materials

Post by OnoSendai » Thu Jan 03, 2013 1:21 am

Could be a network caching problem, will look into it.

FakeShamus
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Re: network render inconsistency with blend materials

Post by FakeShamus » Thu Jan 03, 2013 3:39 am

ok, but just to be clear, it seems to me the root of the problem is how Indigo is saving .igmesh files, specifically for models with multiple uv sets. Blendigo is writing the .igmesh file correctly, but re-saving the scene and meshes from Indigo corrupts it. this is not specific to network rendering as I first thought.

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OnoSendai
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Re: network render inconsistency with blend materials

Post by OnoSendai » Thu Jan 03, 2013 3:51 am

Can you upload/send ../materials/tarp.igm as well?

FakeShamus
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Re: network render inconsistency with blend materials

Post by FakeShamus » Thu Jan 03, 2013 3:58 am

oh yeah, meant to...
textures are pretty large, here's a link:
https://dl.dropbox.com/u/12851271/tarp.pigm

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OnoSendai
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Re: network render inconsistency with blend materials

Post by OnoSendai » Thu Jan 03, 2013 4:04 am

the 2nd UV set (index 1) seems to be incorrect in tarp test 1.
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tarp_test1 uv index 0.jpg
tarp_test1 uv index 1.jpg

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OnoSendai
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Re: network render inconsistency with blend materials

Post by OnoSendai » Thu Jan 03, 2013 4:17 am

Ah, I think I have found and fixed the bug. The UV layout was getting saved incorrectly.
Thanks for bug report!

FakeShamus
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Re: network render inconsistency with blend materials

Post by FakeShamus » Thu Jan 03, 2013 4:19 am

I think that's correct - uv set 1 is scaled up quite a bit, so the texture will repeat over the surface. set 2 is just for the grommet holes at the edges (you can see what look like patches at intervals at the edge) that's where I blended with a null to create the holes.

(edit)
Ah, I think I have found and fixed the bug. The UV layout was getting saved incorrectly.
Thanks for bug report!
oh, great!

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