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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2024 Dec 30 12:17 pm)

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Subject: SHAZ--Oops !! Network / queue render ignores room in scene...


NikKelly ( ) posted Sat, 09 April 2022 at 3:49 PM · edited Mon, 30 December 2024 at 3:46 AM

I set up a fun scene with LaF and Shahra, a free FBX 'genie' found on DA, in a free B&B bedroom OBJ found on SCG. I did a series of 'local' Superfly GPU renders to progressively add 'Cycles emission' to ceiling and bedside lights to illuminate room, and 'metallic' to the wall mirror. Then, after adjusting genie's wrist and hair toroids' material for a mild super-ambient glow, sent the job as CPU-only to my networked 'Box'.

Seemed to be running much slower than usual. After an hour or so, I checked Box' Task Manager, found it was trickling along at ~10% CPU instead of 95~99%. Perhaps the render engine was maxed out ? I halted run, halved the 64 vol-samples and buckets, tried a quickie render. Ran at ~100%, showed both figures but no room. Halved the vols & buckets. Ran at ~100%, but no room. Halved again, still no room...

I reckon Poser's 'garbage collection' has maxed out. 

I've done a fair 'local' GPU render for comparison, am now going to close Poser, then close and re-boot both PCs to be sure, to be sure.

So, what I get from network render, and what it should have been, but with a lot more than these 96 pixel-samples...

SHAZ--Oops !!

WFjeY7lFegoE2a1aBMll5iJ0pl9a6rkophtg0zi5.jpg

FWIW, any-one seen any 'conforming' genie gauzes for LaF ??



NikKelly ( ) posted Sat, 09 April 2022 at 9:40 PM · edited Sat, 09 April 2022 at 9:41 PM

The scene PZ3 I'd so carefully saved lacked the room. So, the queued render was 'strictly correct'. Where had the room gone ? Why was a local render still okay ?

D'uh...

As this PZ3 scene was the same ~75 MB size as earlier versions, my best guess is the critical 'garbage collection' failure was much earlier in the session.

Fortunately, I'd kept a 'whatsit' text note of import scaling, which materials were room and bed-side lights etc etc, soon rebuilt the full scene.

I set the mirror up as 'metallic', got fair reflection, enough for a quick 14 pixel-sample 'queue' render to confirm that's working again. I then ran a 128 pixel-sample, which 'Box' delivered in ~2½ hrs...

xwyXS5C2DHo4Euly4ixYxA6dS9iGdQTyxYeHduVI.jpg

I changed the mirror to 'Reflect', set 256 pixel-samples, sent job to 'Box' for an over-night run. Done 5% in ½ hr, so due around brunch...


hborre ( ) posted Sun, 10 April 2022 at 6:58 AM

The mirror is totally wrong unless you want that frosted look.  There appears to be roughness with that metallic shader, it isn't giving a true reflection as a mirror should.


NikKelly ( ) posted Sun, 10 April 2022 at 7:26 AM

Agreed. Will investigate. And why I changed to 'Reflect' for this over-night run...

qn2Q6f9lFLfvxCxENFhWbrv7Ya2ituYTC9mNA7WY.jpg

Not brilliant, but better: Needs a bit more light, 2x render resolution, lots more pixel samples....

And, in passing, I remembered I'd begun to map Cycles: Why are node names etc in each sub-menu list not alphabetical ? At least beyond 2~3 most common ??

Still, I've learned that when a queued render goes wonky thus, is probably too late to save intact scene. IMHO, Poser was broken by prior FBX import, the genie...


hborre ( ) posted Sun, 10 April 2022 at 12:03 PM

I don't know whether you really need more lighting for this model especially since you're using Cycles as a render engine.  Are you looking for a more realistic environment for your characters?

I downloaded and looked at this model after importing the FBX file into Poser 12.  I'm impressed but not too crazy about integrating all the bedroom objects into one mesh.  Yet, for Cycles rendering, not bad.  If you angle your camera toward the ceiling you will notice recessed lamps modeled in.   You can change the shaders for those to cast Blackbody emission lighting into the room.  Fortunately, you change the material for one and they all will be set.  I took the liberty of changing all the visible components in the attached render to Cycles materials, overhead lamps were converted to mesh lighting and I placed Blackbody point lights at the bedroom lamps.  I think the point light on the left lamp might have gotten embedded in the mesh so the brightness is muted.  I really think this is how it should look.  Just my opinion.

Leu6YGalLZdhfhEPtfT68TlPMNc0Gj7eM0QuorCa.png


NikKelly ( ) posted Sun, 10 April 2022 at 1:51 PM

Very Nice !!

I used the OBJ version, given I already had one FBX in scene, the genie, and hopes of adding dial-turned doors etc.

Yes, I used cycles' emission for ceiling and en-suite luminaires' material_16, and the bed-side lamp-bulbs' material_25, which call same 'crackssml.jpg'

Mirror is material_27, I settled for a crisp reflection rather than optimising frame, too.

FWIW, what size and pixel-samples for your lovely render ??


RedPhantom ( ) posted Sun, 10 April 2022 at 1:54 PM
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NikKelly posted at 7:26 AM Sun, 10 April 2022 - #4437002

And, in passing, I remembered I'd begun to map Cycles: Why are node names etc in each sub-menu list not alphabetical ? At least beyond 2~3 most common ??


I believe I read that they ordered them in the order they were more likely to be used. More common ones are at the top. I personally disagree with their ideas. I'd rather have them be alphabetical.


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hborre ( ) posted Sun, 10 April 2022 at 2:34 PM · edited Sun, 10 April 2022 at 2:34 PM

I didn't use network rendering even though I do the convenience to do it.  I used CPU rendering, High Branched settings.  I don't have the capacity to do GPU rendering.  Settings below:

                                           PfLP8bV1xY2kk9jC1A2mu8ZfeU00Be2yYSUAeyLG.png

I reduced Filter Glossy to 0 and increased the Bucket Size to 128.  I added the 1 to the Adaptive Sampling w/threshold.  Everything else remained at default.  My render dimension is 1164 x 717, I didn't go all out to produce a major render, however, it did take several hours to render completely, though.  


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