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| bug with the bump of ocean lume + 3dsmax2010design + backburner
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Hi,
I opened in my new 3dsmax 2010 design an old 3dsmax 2008 scene.(I’ve got the same pb with a new scene created in 3dsmax2010)
There is a plane (the sea) with an Arch&Design (Mi) material and in the bump slot an Ocean (lume) shader.
When I do a render of the animation with the backburner, the bump pattern (phase) is randomly calculated on each renderfarm. At the end the result is not acceptable because we have the bump “jumping” during all the animation.
I don’t have this problem when I do the same with 3dsmax 2008.
I already asked it in a french forum, and it seems other people got the same trouble.
I’m working in naval industry and it’s a major problem for us.
Thanks for answers (or solutions).
Info:
Windows XP Pro
3dsmax design 2010 SP1
PS: In attachments, there is a sample scene if someone want to test it.
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I also have this problem. Only since 2010. Also flickers when using proMaterial Water shader.
Anyone?
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i am having the exact same problem. is there no solutions to this yet?
i am not too sure if it’s 3dsmax 2010 issue, but could be a possible Backburner 2008.1 .1 issue.
i was rendering it with 3dsmax2009 before i moved it on 3dsmax2010. hope it would be fixed.
but both were rendered using backburner2008.1.1 as i can only have one Backburner running.
i just finished rendering a sequence render by setting up each computer to render the scene locally, not using Backburner/net render.
ie,
pc1 render frames 1-6
pc2 render frames 7-12
pc3 render frames 13-18
and it turns out fine, no flicker/jump. everything is correct.
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I just run some tests, I net rendered an ocean surface (A&D Water Preset) in Max 2009 and 2010. Both came out OK.
I’m using the not design versions, the workstation on x64 and the farm on x32. Is it a problem with the Design version or x64?
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Hi,
Thanks for replies.
My workstation and renderfarm run on x32. So, it’s not a specific x64 issue.
Perheaps the “design” version ?
Did you try many times, because I had the chance on one try (but just one) to have a correct bump pattern for my animation.
++
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I just did one on 2010 and one on 2009.
Author: Samab
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| Replied: 08 October 2009 05:48 AM
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UP !
still no issues for a renderable water bump in backburner ?
Both ocean lume & pro materials are dephased when using backburner.
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Hi all,
Same problem here (workstation + farm are x64) with 2010 “not Design” version.
Each PC has got his own ocean bump pattern, when using backburner.
I have tried to assign only one Server on that job, suspended it and restarted it to see if the pattern had changed in this case (in fact, i forced 3dsmax to be relaunched) and… jumps are here.
The only solution seems to be local rendering of the scene, and rendering seems to be done in one pass.
hope anyone have another solution to backburner ocean shader.
Cheers,
Z.
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When I did more testing I found the bug to be intermitent, sometimes it rendered properly, but other times it did not.
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Same problem here....
Amiga 500, 1MB RAM
OS: Kickstart 1.2
CPU: Motorola 68000 7,09 MHz
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I have had problems with Lume materials (landscape) on a 2010 backBurner render. I’m avoiding Lume maps for the time being; wish I didn’t have to.
Have you tried any of the native (max) noise functions for wave bumps? Not ideal, but might get you through the near term…
-jeff
Max/Composite 2012 (subscription)
Win7-64pro, Intel i7-hex on SuperMicro mobo, 12 GB RAM
nVidia Quadro 5000, render farmette on BB2012
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I have exact same problem - a 2009 scene now open in 64-bit 2010 Max Design and net rendering on 64-bit render nodes with Backburner 2008.1.1
mr A&D water preset renders the lume with different phases on each node. Only solution I see is to keep the job on one node and never interrupt it. It the job stops for any reason at all when it restarts the next frame will use a different lume phase. This solution is not very practical.
Any other ideas?
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