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Advanced Rendering Technology
 
 
Last updated 25th October 2004
 
 

These are general rendering related questions.

 

 
 

Long render times

Updated 25th October 2004

The easiest and best way to reduce render time is to lower the Image Quality setting. Reducing image quality by 20 or 30 roughly halves render time. To choose the quality setting, test the image using its target display device or printer.

Do not choose Image Quality for an image that will be printed by looking at the rendered image on the computer screen. This leads to a lot of wasted rendering time. A computer screen is typically between 70 and 100 dpi (dots per inch). Printing is typically 300 dpi or greater. This means that the pixels on a computer screen are large compared to the ink dots in printing (3 to 4 times wider, 9 to 16 times greater area). Additionally the computer screen will not show the effect of the ink dots bleeding into the paper. The result is that any noise in the image is much more apparent on the computer screen than it is when printed.

If you are rendering an image to be printed then an image quality of between 40 and 80 will usually be sufficient. For video an image quality of between 50 and 100 will usually be sufficient. For images that will be viewed on a computer screen an image quality of 70 to 150 is appropriate.

Changing other render settings may also help. Reducing ray depth can have a big impact but be very careful not to make it too small. Increasing the detail value can have an effect, though it does tend to be much less.

If you are using the RP SSI material, follow the advice in the release notes. Only use the SSI material on surfaces where you really need to. Consider using post-processing to reduce noise, just as you might with a digital photograph.

Revising the lighting can also have a big impact on render times:

Eliminate non-essential lights where possible.

For lights that only illuminate part of the scene, switch on the Use option under Far Attenuation and set the Far Attenuation range. This tells the renderer the bounds of the scene that the light can affect, so the light does not need to be traced outside these bounds.

Large area lights are expensive to render, so use them judiciously.

Use Chalk Preview to try out the lighting. If the result is too white, the color render is probably over lit. Consider re-lighting the scene, especially if it was originally lit using a different renderer.

Switching on Analytical Light Sampling makes renders take longer, but greatly improves the results of area lights.

There is further advice on reducing render times on page 11-3 of the PURE user manual and page 13-3 of the RenderDrive user manual.

 

Is HDRI Supported?

New 12th March 2004

Yes, HDRI is supported. Support was added in RenderDrive and PURE software version 3.1, RenderPipe MAX version 2.8 and RenderPipe for Maya version 1.6.

There are full details on HDRI support in the release notes and user manuals, which can be downloaded from the documentation page.

Both RenderPipe MAX and RenderPipe for Maya support the use of floating point tif files. In 3ds max 6 you can also use HDR format files.

In RenderPipe for Maya there is a new type of light, the RP HDR Skylight, which gives HDRI style illumination from a half dome around the scene. The same light is available in RenderPipe MAX through the RP RenderMan Light.

 

What is Analytical Light Sampling?

New 25th October 2004

Analytical Light Sampling is an improved method of rendering area lights. It usually produces much less noisy results than the usual method of rendering area lights. Its downside is that it does take longer to render, but this is often balanced by the fact that it is possible to use a much lower Image Quality setting.

Analytical Light Sampling looks at the size of the area and analyses how much it is lighting a surface in order to decide how many light samples to take.

All the RenderPipe interfaces have an Analytical Light Sampling switch, which defaults to be off. We recommend you switch off Analytical Light Sampling when setting up scenes and switch it on for the final render. When it is switched on be especially careful not to choose an image quality setting that is high - a setting of 50 will in many cases be ample.

Many people make the mistake of choosing their image quality setting based on what they see on screen. The problem with this is that pixels on screen are much larger and more precise than pixels in a printed image. In a printed image the pixels are much smaller and slightly bleed into each other. Always choose your image quality based on tests with your target media, otherwise you will end up wasting rendering time rendering using an unnecessarily high image quality setting.

Note that Analytical Light Sampling does not affect the rendering of any other type of light, nor of motion blur or depth of field. In particular it makes no difference to the rendering of the RP HDR Skylight.

 

Error message: 'Cannot mmap file'

See the following question and answer.

 

Lens effects and high resolution images

In RenderPipe MAX a lens effect can be applied to an image through the RenderPipe cameras. In RenderPipe for Maya, a lens effect is applied to an image by adding a lensFX node.

Lens effects are applied as post process to the image (or as a post process to each part of the image). There is a very high memory requirement for calculating lens effects, so there are limits on the resolution of image lens effects can be applied to. The exact limits are dependent on the scene.

RenderDrive: the limit is typically around 2500 x 2500. If there is not sufficient memory the render will fail with a message like 'Render died' or 'Caught segmentation fault'.

PURE: the limit is much more variable as it depends on the memory in your workstation and what else is running. The error message when there is not sufficient memory typically starts 'Cannot mmap file'.

To avoid this problem, switch off the lens effect. If you are using PURE you can also try adding more memory or closing other applications.

You can confirm this is the likely problem by looking at the log file:

PURE: To look at the PURE log file right mouse click on the PURE task bar icon and choose diagnostics. If the problem is due to there not being enough memory to calculate the lens effect, then the 'Cannot mmap file...' message will be immediately after a 'Processing rendition' message.

RenderDrive: You need to enable log messages before rendering, see the answer to 'RenderDrive log file empty - switching on logging of warnings' below. If the problem is due to there not being enough memory to calculate the lens effect, then the render will have ended just after a message saying 'Processing rendition'.

 

Rendering a single frame using multiple PURE cards or RenderDrives

(Updated 30th May 2003)

Support for rendering a single frame using multiple PURE cards or RenderDrives was added in version 1.4 of the PURE software and version 2.9 of the RenderDrive software. When rendering a single frame simply select the rendering devices you wish to use in the render panel in 3dsmax / VIZ or Render Globals in Maya.

If you are using version 1.3 (or earlier) of the PURE software or version 2.8 (or earlier) of the RenderDrive software it is not possible to render a single frame straight from RenderPipe using more than one PURE card or RenderDrive. If you are using 3dsmax 5 or VIZ 4 then you can use the 'Network Render Region' option / MAX Script in combination with the network renderer to render a frame using multiple rendering devices.

 

Rendering a single frame RIB file using multiple PURE cards or RenderDrives

(Updated 30th June 03)

In the initial release of RenderPipe RIB, frame splitting within RenderPipe RIB is not functional. This question will be updated once frame splitting within RenderPipe RIB is supported.

If you would like to use frame splitting with RenderPipe RIB, please contact ART VPS's Customer Support team.

 

Rendering to a PURE card on a remote machine

(Updated 30th May 2003)

Support for rendering using a PURE card in a different machine to the one running your 3dsmax or maya session was added in version 1.4 of the PURE software. Enter the host name or IP address of the workstation containing the PURE card in the render panel in 3dsmax / VIZ or Render Globals in Maya.

In version 1.3 or earlier of the PURE software to render on a PURE card in a different workstation to the one running your 3dsmax or maya session you need to use a network renderer. 3dsmax and VIZ users should use the network renderer supplied with 3dsmax / VIZ, see page 14-2 of the PURE user manual for advice on setting this up. Maya users should use a third-party network renderer such as Muster or Smedge.

 

RenderDrive log file empty - switching on logging of warnings

By default RenderDrive only saves the most significant warnings in its log file. If you encounter a problem, these FAQs or ART customer support will ask you to change the settings to save more messages. To do this:

Go to the web queue by entering the RenderDrive's IP address in a web browser.

Click on the 'Log Settings' button.

On the 'Write to log file' line switch both 'Warnings' and 'General info' on, then click on the 'SET' button.

Re-render and a lot more messages will now be written in the log file.

To see the log file press on the 'View Log' button. If the text file appears jumbled, see page 13-5 of the RenderDrive user manual for instructions on changing the program you use to view log files.

 

Render hangs at 2 units of progress (in 3dsmax) or 4/100 (in Maya)

Be patient. If you are using a RenderDrive, switch on logging of messages before you start rendering - see 'RenderDrive log file empty - switching on logging of warnings' above

Wait at least 10 minutes and then check the log file. If there is a message starting 'RLC' see 'RLC messages in log file or render progress' below. If there is no RLC message, then seek further advice.

 

6 minute delay at start of render

This is probably due to an RLC error - see 'RLC messages in log file or render progress' below.

 

RLC messages in log file or render progress

A message starting 'RLC' indicates a problem with a core. The software tries to use the core for 6 minutes before switching it off and completing the render with the remaining cores. (The AR250 chip contains 1 core and the AR350 chip contains 2 cores.) One or two cores make very little difference to performance.

If you have a core that is persistently giving an RLC error, then you can configure the system to always ignore the core eliminating the 6 minute delay at the start of each render.

The RLC message will look something like:

RLC 13 (13 / 64) => 63

This means that core 13 out of 64 has been switched off leaving 63 cores.

PURE: Go to the Control Panel and bring up the System panel. Swap to the Environment tab. Create a new variable called 'AR250_USECHIPS' and set its value to be '-' followed by the core you are switching off. In the example above you would set its value to be -13. Once you have pressed 'Set', reboot the PC. If you have more than one core to switch off use a comma separated list, e.g. if you are switching off cores 3, 8 and 13, set the list to be '-3,8,13'.

RenderDrive: Edit the file called 'complete' on the RenderDrive's floppy disk. If you are switching off core 13, add a line to the end of the file:

export AR250_USECHIPS=-13

If you are switching off cores 13, 27 and 48, then add this line to the end of the complete file:

export AR250_USECHIPS=-13,27,48

Make sure the file ends with a blank line and save it. Put the floppy disk back in the RenderDrive and restart the RenderDrive.

 

Black around the edges of glass objects

New 12 June 03

The edges of glass objects can appear black or at least very dark. This usually occurs when light rays are internally reflected. They will be traced until they reach the maximum ray depth, then give a result of black. You can see a very similar effect if you look at a real glass object, so it is nothing to be concerned about.

 

Error messages: 'Error allocating space for picture', 'Couldn't load picture source file' and 'Couldn't delete picture'

Revised 19 Jan 2004

If rendering stops with a message like 'Error allocating space for picture', 'Couldn't load picture source file' or 'Couldn't delete picture', the problem may be that the file name and path of a bitmap is too long or contains a lot of capital letters.

To check this you need to look at the log file:

If you are using PURE, right click on the PURE task bar icon and choose Diagnostics. Look for the error message in the Log Messages area.

If you are using RenderDrive, go to the web interface. Press the 'Log Settings' button. On the line 'Write to log file' set both 'Warnings' and 'General Info' to be On, then click on the 'SET' button. Re-render the scene. When the render gives the error message, return to the web interface and click on the 'View Log' button.

This answer applies if the message 'Error allocating space for picture' is preceded by the message 'Couldn't load picture source file', followed by a long name, then a message like 'Error: Unable to open file. - The system cannot find the path specified' or 'Error: Unable to open file. - The filename or extension is too long' or a message starting 'Couldn't delete picture'.

The filename for a bitmap being passed to PURE / RenderDrive's cache is too long. PURE & RenderDrive create file names using their whole path, so the resulting filename can be quite long.

Some applications differentiate between objects named with capital and lower case letters, whereas Windows does not. To ensure names are unique PURE & RenderDrive encode capital letters, which increases the length of the filename used in the cache.

If you encounter this problem you can solve it by doing one of following:

  • Use less capital letters in the folder and file names

  • Put the bitmaps in a shallower directory tree

  • Shorten file and directory names

 

Render error: "[RcChipError] chip N detected ray index list overflow (status 0x308) on RenderCard"

Updated 10th February 2004

If your render gives a warning like "[RcChipError] chip N detected ray index list overflow (status 0x308) on RenderCard" then for the affected scene switch off "Optimise for Animation" (in max / VIZ) or "Instance Geometry" (in Maya). This is quite a rare problem, so only switch off this option for an affected scene.

This is specific to RenderDrive / PURE software releases 3.0-* and 3.1-0. It is fixed in releases 3.1-1 onwards.

The release containing the fix is being beta tested.

 

Is Deformation Motion Blur supported?

New 10th February 2004

PURE and RenderDrive support three types of motion blur - camera motion blur, transformation object motion blur and deformation object motion blur.

Camera motion blur - camera movements, including zoom and field of view changes are motion blurred.

Transformation object motion blur - motion blur of geometric objects that are moving without deforming. Moves include translations, rotations and scales.

Deformation object motion blur - objects that are deforming over time - for example a cylinder that bends, the skin of a walking character.

All RenderPipe interfaces (Maya, max and RIB) support both camera motion blur and transformation object motion blur.

Deformation motion blur is supported by RenderPipe for Maya and by RenderPipe RIB for objects which are topologically constant. To be topologically constant, the number and ordering of vertices must not change during the movement. Typically a bending cylinder would be topologically constant so would have deformation motion blur, but the skin of a walking character would probably not be topologically constant so would not have deformation motion blur.

RenderPipe MAX does not support defamation motion blur, because max does not generate suitable meshes.