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View Full Version : DPKit Part Move, jumping when rendered with lwsn.exe



Hieron
09-16-2010, 08:33 AM
Anyone noticed pecularities when using the great Part Move over a renderfarm?

Attached (stripped) scene rendered fine on a single machine, but delivered jumpy and not accurately placed results when rendered over a farm.

(single pc: Win7, farm: Win7 and XP, all 64 bit LW 9.6)

Did I do something wrong? Would be cool if someone could take a look. This time it managed on just the single workstation but may not be so lucky next time :)


(trying stuff like this makes me really want more possibilities, like inertia etc..)

dpont
09-16-2010, 09:22 AM
Sorry but can't even not play with your scene
this kind of node setup is too heavy for my laptop,
so I have just a theorical approach of this problem,
may be caused by random numbers with different
processor on your computer nodes, don't know
if this can affect the Turbulence noise or even
pivot position in Part Move node, you could test
with a 0% random pivot and something else
than a noise in your setup with a lighter scene...

Denis.

Hieron
09-16-2010, 09:30 AM
hmm good point. I got both random pivot in there indeed and that Turbulence is driving things.. I hoped sticking to pure Intel processors would alleviate such problems.

Then again, the LW "Dented" procedural is also giving issues over the farm here, so I guess it ain't all the same.

Thanks for checking it out, I'll try your suggestions. I'm really looking forward to the expanded possibilities of such things in Core (yes, may take a while)..

omichon
02-25-2011, 08:34 AM
Baking this kind of displacement before sending it to the farm is rule #1, IMO.