Author Topic: REBUS RenderFarm  (Read 96765 times)

2014-03-28, 22:38:12

Rebus farm

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hi all

We are a commercial renderfarm www.RebusFarm.net and we supporting Corona render now.

We can render still image distributed using 100 (or 25) render render nodes.
Aswell animations with upto 850 nodes.
Each node is 12core Xeon of 2,4ghz and 32GB Ram.

Since Corona support Progresive rendering we have implemented a pretty new workflow for still images.
Using Progressive you can setup the render costs in advance. No more question "how much" a render whould
costs since YOU tell me how much it can :-)

If you register you get fee 25 euro automaticly. Send a simple test and see the magic!
The workflow is super simple and easy.
Install a little Plugin to 3ds and start renders directly out of 3ds in the farm with only 3 clicks.

If render output is wrong or if you thing you found a bug let me know and I polish the system

happy render.

andre
www.Rebusfarm.net
« Last Edit: 2019-05-31, 07:46:25 by QuakeMarine1 »

2014-03-29, 19:34:43
Reply #1

agentdark45

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I'm never used a render farm service before but for some of my recent projects I think I might have to start. Could you quickly do a run down of how the process works? I've watched the attached video but I'm unsure exactly how my max file gets rendered on your system.

1. Does my max file + textures get uploaded before it can be rendered (if so I'd be looking at uploading hundreds of MB's).
2. What happens if my internet connection cuts out at any time?
3. Is the file format / size of the rendered image in any way limited?
4. Do you support region rendering and if so how is this charged?
5. Rather than setting an absolute pass limit am I able to watch the image being rendered progressively in real time on my machine, and then cancel the render to obtain the final image after x amount of passes?
6. Does your service support the use of 3rd party material / modifier plugins being used in my max scene? i.e forest pro, rail clone e.t.c

Sorry if some of these question are elementary, thanks for taking the time to answer them.
Vray who?

2014-03-29, 21:28:28
Reply #2

Rebus farm

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1 you install a little plugin to 3ds - its called Farminizer and he care about all nessessary points
not care about textures and pathes - just send the job the way you sse it in the video - you can do wrong.

2 nothing - your PC is independed of the render in farm
you can close 3ds - play a game or shut down pc during render

3 Farminizer will tell you in case you use one unsupported format

4 - for animation render we do - still image render distributed we do not

5 no (better say not yet)

6 Farminizer will tell you in case you use one unsupported plugins - after 6 years supportinig 3ds we have all common plugs yet


2014-03-29, 23:41:50
Reply #3

agentdark45

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Excellent, thanks! I've been cooking an A1 render for 15 hours+ this weekend, I might just have to try this out...
Vray who?

2014-03-31, 01:25:58
Reply #4

FourPixels

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This is great news.  Have been using Rebus for a short while now and have been very impressed with there service.  I have been waiting for a render farm service to adopt corona so I can switch over from vray.  Glad it's Rebus.

2014-03-31, 08:52:02
Reply #5

fellazb

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So yes, this is a plus for me. The farminizer plugin is very handy, the farm is quick and think the costs are o.k

Thanks for integrating and see you on the farm :)

2014-04-02, 22:18:07
Reply #6

Rebus farm

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I still need a bit response about progressive mode in combination of distributed rendering

if you register you get free 25 euro automaticly - send a still image in DR and progressive - input the samples you like to have and 10 (or less) euro maximal job costs
I am curriouse if the image quality vs costs is ok
the user opinoin counts - not mine :-p
« Last Edit: 2019-05-31, 07:47:59 by QuakeMarine1 »

2014-04-03, 20:28:29
Reply #7

neri69

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Just tested this night with old rebuspoint that i had in my account.

Just a single image PT+P but the resolution wasn't so high (3000x2250) to achieve the benefit of rebusfarm... the plugin with the smartcheck really help in submitting and the job was done with the limit of 10 euros that i set by 25 pc assigned in about 16 minute of rendering.

For our rare urgent deliveries rebus is a good option and we can move to corona renderer with more tranquility..

2014-04-03, 23:23:28
Reply #8

Rebus farm

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cool - was quality ok ?

2014-04-09, 14:45:45
Reply #9

agentdark45

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I just finished a render with Rebus farm, it's a great service and easy to use, however there were a few things that need improvement before I start using this on a day to day basis:

1. I really don't like that it doesn't support rendering with HD Cache for secondary bounces. This is an absolute must as I almost never render with PT-PT for my projects. It sends render times through the roof (and by extension the cost of using the Rebus farm service).

2. My job wouldn't upload unless I manually deleted my batch render settings. Unticking them didn't do anything and the error message still came up. This is a smaller issue, but one that I thought I'd flag up.

3. Some of my geometry got ruined / distorted, I don't know if this is as a result of the objects having the quad-chamfer plugin set to "off in viewport" in the modifier stack.

My render took ~ 5 minutes, cost ~ £4 set at a pass limit of 25. It would have taken around 1.5 hours on my 6-core i7.

If you could enable support for HD Cache rendering I would be rendering 24/7 with the service!
« Last Edit: 2014-04-09, 14:49:43 by agentdark45 »
Vray who?

2014-04-09, 15:02:19
Reply #10

fellazb

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That's a nice little review and I hope they will read this too and can reply on your findings regarding Corona with RF on this forum.

Thanks for sharing!

2014-04-09, 15:21:21
Reply #11

Rebus farm

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sure we read it ;-)

HDcache is in work - we first polich the generel workflow and script - the details follow up

Batch render queue need to be empty - i not like to have missunderstandings afterward

i saw the broken geometry but i did not open your scene to investigate it

2014-04-09, 16:50:37
Reply #12

agentdark45

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Excellent, great to hear that you're implementing the use of HD cache! I'll be watching this thread like a hawk and will definitely be spreading the word to my colleagues.

The geometry that got broken isn't too much of a big deal, I could always collapse the modifier stack before rendering the file.

Regards

Vray who?

2014-04-17, 23:56:58
Reply #13

Rebus farm

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I have implemented HDcache support.

!!!

please take the chance to test the system with our 25 euro free trial - farm is hungry !
« Last Edit: 2019-05-31, 07:50:36 by QuakeMarine1 »

2014-05-02, 04:26:21
Reply #14

Caue Rodrigues

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Only Bucket mode is avaiable?

2014-05-02, 12:29:50
Reply #15

Rebus farm

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for animations is only bucket rendering possible
for distributed render you can use progressive or bucket

refer
http://www.rebusfarm.net/en/lets-go/help/error-codes-3ds-max/2044-help-id-14001


2014-05-02, 21:50:10
Reply #16

agentdark45

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Awesome news! Can't wait to test this out, thanks for improving your service :)
Vray who?

2014-05-04, 17:34:19
Reply #17

mpavlos

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It would be great to have save to EXR option. Why it is not supported yet? Will it be?

2014-05-04, 22:16:31
Reply #18

Rebus farm

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exr is supported so far i know
why you ask ?

2014-05-05, 13:00:52
Reply #19

jetcrow

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we done some tests at local renderfarm 16 pcs. So progressive mode is more stable than bucket. I dont know what the issue point but frames rendered via bucket have areas with differences. Progressive mode with zero time limit and pass limit works perfect. Rendered via backburner.

2014-05-09, 17:54:10
Reply #20

Rebus farm

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exr is now supported - i forgotten to enable it  by accident

since Progressve render is used a lot I implement a resume render function now.
It allow you to simply start your still image render for (lets say) 3 euro - in case the image is too noise you can resume the render and topup by additional 3 euro to get a better possible noise free image

in other words it also allow you to render a preview and resume the render afterwards




2014-05-09, 22:05:13
Reply #21

fellazb

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It seems that you're updating your rendering service at a full potential that Corona has to offer, great job on that! The resume render option is a great example of this.

2014-05-31, 17:49:45
Reply #22

kahein

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for animations is only bucket rendering possible
for distributed render you can use progressive or bucket

refer
http://www.rebusfarm.net/en/lets-go/help/error-codes-3ds-max/2044-help-id-14001

Hi,
I don't understant how bucket rendering works.
And how to setting it.
In progressive i know i want 256 passes and 16 Pts with Pt and Hdcache
but i don't know how to set bucket render for the same result on the farm.
Asus Z10PE-D16 WS / Dual Xeon E5-2690 v4 @ 2.60GHz / RAM 64 Go - GTX 970
Win 10 / Max 2017 / Corona 1.4

2014-07-05, 18:36:25
Reply #23

Rebus farm

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Good news - we support A7 now and we worked out some cool features with the Corona guys.

we now support Progressive animation render.
You can define the render costs for your animation in advance.
Setup your animation to render for 100 euro or each image for 200 passes.
In best case you get all images with 200 passes for LESS 100 euro total costs
or
you get the besst possible passes per image for 100 euro

For distributed single frame renderings using progressive, you can now RESUME a render!
Thats a pretty cool feature i think.
Send your image and render a few passes.
If image is too noise just resume the render to add more passes to get better quality.
Do the same until the result fit your needs
Your advantage is a preview posibility and fixed costs for the render becasue you setup the render costs before job starts.
Start the image with a few euro for a preview and resume it for additional X euro - if image still to noisy resume again


HD caches we can pre-render in farm for camera fly animations. it give better and flicker free render images.
By default we cache each 25th frame first and afterwards we render the images.
All happens autmaticly - just choose your animation type in our Farminizer job submit plugin - thats it.

let me know what you think

andre

www.Rebusfarm.net

2014-07-07, 14:08:47
Reply #24

kahein

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Great News with cool features
Thanks a lot
Asus Z10PE-D16 WS / Dual Xeon E5-2690 v4 @ 2.60GHz / RAM 64 Go - GTX 970
Win 10 / Max 2017 / Corona 1.4

2014-07-23, 16:08:32
Reply #25

Rebus farm

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I just did update to Corona7.1

2014-07-23, 17:43:29
Reply #26

rampally

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I just did update to Corona7.1
/quote]WHERE IS CORONA 7.1 ???PLEASE

2014-07-23, 21:29:24
Reply #27

Ondra

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Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-24, 06:21:23
Reply #28

rampally

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2014-10-28, 00:35:58
Reply #29

Rebus farm

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hi
we have update our hardware and added 600 brand new Dual Xeon E2630v3 rendernodes to the farm.

Each node run 16 cores of 2,4ghz !!

All in all RebusFarm now run 1450 render nodes
2900 CPUs
about 20.000 cores

happy render !

www.rebusfarm.net

2015-01-15, 18:58:36
Reply #30

Alexp

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hi, the farm support "daily builds"?

Thanks

2015-01-15, 22:04:08
Reply #31

Rebus farm

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no
we run the last official builds only

beta leads to have bugs or work impropperly

2015-01-16, 22:48:39
Reply #32

philippelamoureux

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I created this account just to say i'm incredibly impressed by the ease of use of Rebusfarm (with it's app). I've just done my 1st test and it worked so great :-))) Hassle-free render farm for the win!

2015-01-16, 23:49:01
Reply #33

borisquezadaa

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It practically renders alone.
What i do with Corona My Corona post of random stuff rendering
WARNING: English.dll still loading...

2015-01-17, 01:00:01
Reply #34

Alexp

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I´ll try to render an animation for my last proyect to see how it works.


2015-01-17, 11:56:25
Reply #35

druwee

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im guessing this service operates via credit card and debit only in euro n usa?  am in South Africa and am struggling to find decent render farm services but this one is showing promise outside of financing... can you explain foreign financing - as in payment options.

2015-01-17, 17:18:58
Reply #36

borisquezadaa

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Hi, here i use via paypal account. (Chile).
What i do with Corona My Corona post of random stuff rendering
WARNING: English.dll still loading...

2015-01-17, 20:07:12
Reply #37

druwee

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Hi, here i use via paypal account. (Chile).

ah i see... thanks.

2015-01-26, 23:39:03
Reply #38

Rebus farm

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hi
soon we support multilayer EXR outputs
we just need to iron out the last glitches :-)

stay tuned

2015-02-08, 12:07:57
Reply #39

pixteur

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Until the multilayer exr saving is supported, how do we save out all the corona render elements? I haven't figured that out, and the last job I ran on rebus they didn't save, all I got was a beauty pass and alpha.

2015-02-08, 13:42:19
Reply #40

Rebus farm

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via render elemtents -  common 3ds output

2015-02-08, 19:26:46
Reply #41

LKEdesign

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I am a happy user of rebusfarm. I have however some wishes for further development.
In my studio we work with several projects at the same time, it is therefore not really possible to buy a bucketful of renderpoints for one project, as they overlap.
1) it would be great if it would be possible to add project info fo each job, so that you could filter out and make a report over used renderpoints for each project.
2)although  it's said in the documentation that there's no list of plugins - and that you can just contact them if you miss one, then it would be great with a list of plugins and to which extend each plugin at supported. I know that fx. ForestPro can make some issues and I'm sure that there are more that can give even harder trouble. MightyTiles claim to be supported in Rebus, however Mighty Tiles makes use of a database that keeps track of all the textures (that might be spread all over your network) you use in connection with this plugin. What happens when this gets exported to Rebus, how does it find out which files are used, extract it and merge it to Rebus version of the database ... Ect. These are all things that we must be aware of before sending a job to Rebus.

All the best,
LKE Design
See my work at: http://www.lkedesign.dk/en/portfolio_en.html

2015-02-09, 13:26:58
Reply #42

Rebus farm

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in your job history you see all jobs and details you need imo
login webside and go to my rebus - controlcenter - renderjobs

for the plugins we support too many to make a list
aswell we have one plugin for 3ds 2013 not but not 2015 mybe
its just too much admin to make such a list and keep up to date
just send job to farm - if a plugin is not supported you get an error
if no error then everything else happen in background automaticly
in case you have an issue with a plugin ask support - could be the plugin is not uptodate or something like that
we will see if that case happen

2015-02-13, 14:59:23
Reply #43

lmikkelb

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How will rebusfarm work with FairSaaS, will it update each month or?

2015-02-13, 15:04:28
Reply #44

Rebus farm

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we have special agreements with Ondra

2015-02-13, 18:13:14
Reply #45

Ondra

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How will rebusfarm work with FairSaaS, will it update each month or?

We will handle all arrangements with render farms, so customers do not have to worry about it ;)
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-02-15, 17:11:47
Reply #46

lmikkelb

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smooth !

2015-02-26, 00:19:33
Reply #47

pixteur

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When will you support the newly released corona 1.0 ?

2015-02-26, 00:28:53
Reply #48

Ondra

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When will you support the newly released corona 1.0 ?

hopefully tomorrow. We need to deliver a render farm build to them first.
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-02-26, 00:40:14
Reply #49

pixteur

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Good to know, just finishing up a really large viz job with them and the last renders are going on the farm tonight. Once I'm free and clear of the job I'll put 1.0 through its paces locally and on rebus. Looking forward to it.

I must say as a longtime Maya and MODO user I really love this engine. Corona saved my butt on this job, MODO just couldn't  handle the GI I needed, way too slow and noisy. I transferred the job from MODO to max/corona (which I didn't know how to use 2 weeks ago) and now I'm cranking out great stuff at light speed. The day you release Maya and MODO versions I'll be getting both for my entire studio.

Rebus can you let us know when 1.0 is operational on the farm?

2015-02-27, 14:49:43
Reply #50

Rebus farm

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we just update to 1.0
close 3ds (!) - rightclick drop icon - settings  - reinstall plugins

note: we do NOT support older versions anymore - it whould be too complicate to run A6 and 1.0 same time

and one more
if you purchase/rent  Corona you get free renderpoints !
up to 120rp for a one year lic ! Go and grab it :-p


2015-02-27, 16:15:07
Reply #51

pwrdesign

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I've just uploaded, so it seems to work, no error message anymore.
It still have been saying "preparing Corona Render" for 5 min now and I cant see that its uploading anything.. But I'll let it sit for some more minutes.


2015-02-27, 16:23:47
Reply #52

Rebus farm

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contact support in such a case
prepare corona need a few minutes only

2015-02-27, 16:26:18
Reply #53

pwrdesign

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Ok I will, tried again, it dosnt upload, will contact support.

2015-02-27, 18:58:07
Reply #54

lmikkelb

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preparing Corona Render. did this get resolved?

2015-02-27, 19:25:47
Reply #55

Rebus farm

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i need a scene to reproduce what you report

info@ is the support mail - not the forum

2015-02-27, 19:59:19
Reply #56

lmikkelb

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done.

2015-02-28, 16:44:40
Reply #57

lmikkelb

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this is still not working, :(

2015-03-01, 10:43:10
Reply #58

pwrdesign

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I'm in contact with rebus, and have been the whole weekend, they are working on it, I've got a debug version that I've done tests with.

2015-03-01, 13:33:09
Reply #59

bakbek

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Having the same issue - "Preparing: CoronaRenderer..."

Support is on it. Sending them my file so they can check and hopefully find the bug and fix it.

2015-03-01, 14:47:12
Reply #60

lmikkelb

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ok, sent them my file as well. anyone found a workaround?. I managed to upload a fresh scene, so i  tried to import just the geometry with standard material but that did not work. 

2015-03-01, 15:25:21
Reply #61

pwrdesign

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I've managed to upload one scene, EXR file output, single frame, distributed rendering.
The same scene without distributed rendering did not work.
When I tested again with DR it didn't work... so its impossible to reproduce/find a pattern.


2015-03-01, 16:31:32
Reply #62

3DTaito

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Same problem also here.

I opened MAXScript Listener when I was exporting the scene with Rebus Farminizer and it gave this error:

Welcome to MAXScript.

3809523
80
rebus.ms:4*** -- Unable to convert: 0 to type: Boolean ***


2015-03-01, 16:40:17
Reply #63

lmikkelb

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yes i got the same error.  cant figure this out. I did render the same scene on alpha 0.7.2 before, strange. Can it have something to do with the Demo license? and  does everyone have this problem? 

2015-03-01, 16:56:42
Reply #64

3DTaito

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I have full version and have the same problem. Tried to install older version again, but it is not valid anymore...


2015-03-01, 17:40:51
Reply #65

lmikkelb

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Yes ,
It uploaded ,had to change to bucket rendering! might be some eror regarding progressive. , Do someone know the equilevant  in bucket rendering to 150 progressive passes?. and what setting should I use in adaptive threshold ?.

2015-03-01, 18:27:15
Reply #66

pwrdesign

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I can verify this!
Change from progressive to bucket, and it uploads.

2015-03-01, 19:16:19
Reply #67

lmikkelb

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Is 150 progressive passes the same as 30 passe and  5 samples per iteration in bucket mode? hope some one can help , stressed out with this deadline :)

2015-03-01, 19:18:57
Reply #68

pwrdesign

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No clue sorry :(

Im uploading a big animation scene atm, to test render, 3000 frames.
Only 2 samples / 5 passes, so it will be noisy but its just for control the camera path.

It dosnt finish to upload though, "freezed" at 99%, I'm re-uploading it now..

2015-03-01, 19:23:28
Reply #69

lmikkelb

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OMG 3000 frames .Holy cow:D

2015-03-01, 20:04:19
Reply #70

pwrdesign

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Yeah, 3 min flythrough..

My scene dosnt upload though :(
Now it stopped at 54%


2015-03-01, 20:11:16
Reply #71

pwrdesign

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Solved it!

Closing down RebusDrop and restarting it made it finish the first upload (the one that stopped at 99%)
Now the render is started.

/ P

2015-03-02, 14:29:29
Reply #72

Rebus farm

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the hung export is fixed.

upload can have issues but a simple restart of drop solve it
we need to figure out what the matter is ...

2015-03-05, 11:26:47
Reply #73

pwrdesign

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Solved
« Last Edit: 2015-03-05, 11:45:21 by pwrdesign »

2015-03-22, 00:41:08
Reply #74

Juraj Talcik

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for the plugins we support too many to make a list

"Unsupported plugin: Quad Chamfer".

Quite ironic I would say given I am not aware of single more popular plugin.

Anyway, if someone is interested in workaround, it's truly funny and enjoyable behavior:

1)Collapse everything
2)Delete QuadChamfer from plugin folder
3)Use missing plugin after second re-opening of scene. At this point, it still won't go through. Save
4)Do third re-opening of scene. Send to Rebus with their too many plugins to even make a list.


Outside of that, the process is very fluent, with perfect online managing. Help guy answered under 2min (!!) on Saturday after midnight. Prices very good, seems like it's cheaper or something,
though I had to pay the middle (bussiness) to even get it started in reasonable time, but it still took more than I expected until all 25 nodes kicked (they didn't simultaneously, but over 1 hour span instead,
each doing just 15 minute of work). Oh well, will just go straight to Premium I guess..

Basically can only suggest, but I wish they fix the quad chamfer. It doesn't even need to be installed...
« Last Edit: 2015-03-22, 13:08:02 by Juraj_Talcik »
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2015-03-23, 12:57:24
Reply #75

Rebus farm

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be aware:
priority not speed up the render - it only start the render sooner in case farm is full of jobs

quadchamfer is supported for 2014
2015 follow soon - we just have to fight some lic. questions

2015-03-23, 13:25:25
Reply #76

Juraj Talcik

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I figured, but paying for premium was still worth it as they started almost immediately. The business didn't use those 25 nodes at same time despite showing no waiting list anymore.
Saved me quite a deadline.
Will try to measure the economy in some spare time to see what the average start time is.

The online managing, and auto download into my folders...invaluable saver of mental sanity.

So much better than with Vray, I was always pissed it tried to "please change this, and that, x999" accomodate my settings and workflow to some strange only passable way. Great thing with Corona,
there are no settings so Rebus can't have those problems. It's still strangely nit-picky about all sorts of 3dsMax settings but I guess it's to avoid issues on nodes.
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2015-03-23, 13:50:58
Reply #77

Rebus farm

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quad chamfer is installed to 2015 now

2015-03-23, 13:51:55
Reply #78

Juraj Talcik

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Fantastic, thank you. Will send few renders by end of the day.
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2015-03-23, 23:34:40
Reply #79

Juraj Talcik

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All good. Tried economic today since I wasn't in rush, and..started quite quickly today. 9k image with upload and download well under hour of complete turnaround.

Getting so satisfied it's almost addictive. Can definitely suggest Rebus to everyone, there is no way how anyone can surpass this level of quality of service.
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2015-03-29, 13:41:26
Reply #80

Cyanhide

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I'm also a big fan of Rebus, the help desk is superb at max i'l need to wait an hour for a response.
This has made my life so much better, no more sweating at 11k renders lol!

2015-03-29, 20:04:20
Reply #81

vkiuru

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So if I buy 2x 12 month SAAS licence I get 120 Rebus cedits for each? That's cool, and I really liked Rebus when trying it out.

2015-03-29, 21:28:11
Reply #82

Ondra

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So if I buy 2x 12 month SAAS licence I get 120 Rebus cedits for each? That's cool, and I really liked Rebus when trying it out.
yes
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-04-08, 14:10:05
Reply #83

Rebus farm

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i just update Corona to 1.00.02

Corona for C4d support follow soon

2015-04-08, 16:18:41
Reply #84

Juraj Talcik

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i just update Corona to 1.00.02


Didn't even know it wasn't :- D Worked fine with my scenes that were already on 1.00.02 for quite some time. But good to know this doesn't create error preventing upload and neither any render discrepancies.
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2015-04-08, 18:42:51
Reply #85

Ondra

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It is not a big deal, since the versions so far are 100% compatible, apart from the older ones being more crash-y. It will be more interesting once 1.1 is out. I guess the best solution would be to have 1.1 only (not 1.0), because literally under 1% of customers will not have access to 1.1.

(it is not that the 1.1 and 1.0 will not be compatible, but there might be changes that will affect the result - e.g. motion blur on particles rendered better in 1.1)
Rendering is magic.
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2015-04-08, 21:29:56
Reply #86

Juraj Talcik

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Is the passes reporting always correct ?

It seems that when I render a very highres (8k+) render, than judging by visual clarity and comparison to crop from my farm seem obviously quite highly sampled the passes document seem to report some arbitrary fraction of that.
I pretty much see what I got after 200+ passes, yet I see reportage of 50-125 for example in those cases.

The lower-res (2.5k images) seem to report correctly.

Not honestly an issue, but just something I pondered upon.
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2015-04-08, 22:06:57
Reply #87

Rebus farm

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if the node completed just 0.5 passes and stop render since the given time endup the log report back 1 pass done
same to another render - if Coroan complete 2.78 passes we get 3 passes total
Coroan just need to report the corect passes if time is up --> Ondra ?

2015-06-05, 14:02:02
Reply #88

Rebus farm

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we now fully support Corona for C4d

Distributed render aswell animations with alle the advantages of progressive render :-)

2015-06-05, 14:03:36
Reply #89

Juraj Talcik

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How about 3dsMax 2016 ?
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2015-06-05, 14:10:36
Reply #90

Rebus farm

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supported aswell

2015-06-05, 17:57:22
Reply #91

Juraj Talcik

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Ah excellent. Since plugins didn't need recompile from '15 same goes for that ?
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2015-06-05, 18:39:15
Reply #92

Rebus farm

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R14 to R16 and all version of 3ds

2015-06-05, 21:27:51
Reply #93

Juraj Talcik

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I apologize, I worded that confusingly.

Do all 3dsMax plugins currently supported by Rebus on 2015 version work as well under 2016 ? (like QuadChamfer).
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2015-06-05, 23:38:11
Reply #94

Rebus farm

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if you need a plugin for 2016 you need to requeste it
We have too many plug in 2015 to move them all to 2016

2015-06-08, 16:05:30
Reply #95

Rebus farm

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Last weekend I was on birthday party
Guess what beer I found

:-)

http://en.wikipedia.org/wiki/Corona_%28beer%29

2015-06-09, 01:35:39
Reply #96

rombo

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What is the current status of the Rebus renderfarm regarding corona support?
I need to render an animation now, but I see no feedback from anyone using corona for animation - I'm a bit afraid of having the software render time based, instead of pass based, I might get a lot of noise jumps for the animation if I don't apply a pass based image render, instead of a time based rendered. So we are still stuck in "how much is this gonna cost??" :D

Any experiences from anyone out there using rebus for animation?
Cheers,
D.

2015-06-09, 01:56:31
Reply #97

Rebus farm

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if you need a fix pass level per image not use progressive - use bucket engine

if you liek to use progressive setup max pass limit and max render costs

in best case you get all images with max passes for less costs
or you get the best possible passes per image
can be image 1 100passes
can be image 2 99passes
can be image 3 95passes
can be image 4 98passes
..
you not notice much differences in the animation since the passes are more less the same
worst case is 10 passes per image insteat 300 - but if yo utest render a few images first you get a feeling for the passes vs costs

its not possible to have all images 100 passes and suddnelty some random images 30 passes only
as long as the animation show the same scene content and camera not fly around the scene like cazy such cant happen


2015-06-18, 14:56:58
Reply #98

Rebus farm

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i just update Corona to the last official version. 1.01.xx

2015-08-19, 14:18:26
Reply #99

Rebus farm

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We run Corona 1.2 now

ps:
was nice to meet Ondra and Adam at Siggraph ;-)

2015-08-20, 08:42:52
Reply #100

hrvojezg00

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So if I buy 2x 12 month SAAS licence I get 120 Rebus cedits for each? That's cool, and I really liked Rebus when trying it out.

Does this refer to FairSaS owners too? I recieved only Render4you discout notice?

2015-08-20, 12:46:16
Reply #101

Ondra

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yes, the rebus codes get sent in a separate email
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-08-21, 18:37:12
Reply #102

Tanakov

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Dont want to be too greedy/needy but 12mothers could get a bit more than 120 as a bounus, since they pay up front :>

Gief $
Corona since 2014.06.02
https://www.behance.net/Gringott

2015-08-22, 16:52:52
Reply #103

atelieryork

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Used Rebus for the first time last week and was impressed with the max integration.

I have one feature request to Rebus. Maybe it's not possible due to Max itself but could you guys find a way to make your plugin change the File Preferences to Compress on Save then turn it back off automatically after the job is sent? CoS takes *forever* to save files if enabled, and I found it every now and again caused corrupted files. Much better with it off, in my experience. If this was automated with the plugin that would be fantastic.

I wonder also if it's possible to generate a live preview of a corona progressive render, so you can check how the noise looks at 100%. Perhaps just a full-res crop of one area of the frame?
Alex York
Atelier York
www.atelieryork.co.uk
max 2016 sp1, corona 1.3 final, win 8.1. pro

2015-08-22, 16:54:51
Reply #104

Ondra

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Dont want to be too greedy/needy but 12mothers could get a bit more than 120 as a bounus, since they pay up front :>

Gief $

lately it is pretty hard to spot irony/sarcasm on the forum, so I do not dare to comment on this one ;)
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-09-02, 06:48:49
Reply #105

timkirkhope

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Completely unreliable, I have been sending support requests as my jobs crash and burn.  I would not trust this new rebus drop software that was released, since they implemented it I get 1 in 4 renders actually working, just lost a big client and my jobs are frozen in the server while the server continues to charge me.  Just don't rely on it actually working is my advice. 

2015-09-02, 09:29:25
Reply #106

fellazb

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Completely unreliable, I have been sending support requests as my jobs crash and burn.  I would not trust this new rebus drop software that was released, since they implemented it I get 1 in 4 renders actually working, just lost a big client and my jobs are frozen in the server while the server continues to charge me.  Just don't rely on it actually working is my advice.

Same thing here unfortunately. 24 out of 25 rendernodes were complete and it got stuck on the last one that was frozen. Result was no image and a waste of time (and money)...Not sure if it's Corona dependant, but I don't rely on it anymore since I have had constant problems with their deadline service.

2015-09-02, 17:04:03
Reply #107

arqrenderz

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So what are you using as render farm now?? im looking for options for this..

2015-09-03, 17:15:12
Reply #108

Juraj Talcik

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I got one issue out of 100 scenes I uploaded, so for me it's still pretty much perfect. (though I didn't even get reply for that scene ticket). Can't imagine better solution than this, haven't see anything this level of automated. Anything more than two clicks and I am out.
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2015-09-04, 05:01:01
Reply #109

vkiuru

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I got one issue out of 100 scenes I uploaded, so for me it's still pretty much perfect. (though I didn't even get reply for that scene ticket). Can't imagine better solution than this, haven't see anything this level of automated. Anything more than two clicks and I am out.

Yeah very few issues here too and I love how easy Rebus is to use. I have sent 2 tickets total, one for a real issue and one was just me panicking due to a deadline and the progress bar being seemingly stuck at 99% for a bit too long :) Got replies in less than half an hour both times, the one with the real issue got refunded no questions asked.

2015-09-04, 13:23:36
Reply #110

Rebus farm

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Completely unreliable, I have been sending support requests as my jobs crash and burn.  I would not trust this new rebus drop software that was released, since they implemented it I get 1 in 4 renders actually working, just lost a big client and my jobs are frozen in the server while the server continues to charge me.  Just don't rely on it actually working is my advice.

Same thing here unfortunately. 24 out of 25 rendernodes were complete and it got stuck on the last one that was frozen. Result was no image and a waste of time (and money)...Not sure if it's Corona dependant, but I don't rely on it anymore since I have had constant problems with their deadline service.

A hung node can happen but I think your issues was another one.
(sidenote: a hung node is not charged in case the farm manager or one of the admins detect it)
If you have big resolution and much render elements the total output data is a lot - the last step of distributed render is to combine the image.
That happen with one PC only for technical reason - it can take up to 20min and more if you have 20 render elements or a 2gb exr
The controll center show 99% progress and the last 1% just take long - it looks hung but its not !
A short message to our support and we answere immidently.

its always the same
Much user love Rebus (otherwise we whould be the market leader) since it work flawless but that user never or rarly report something in to forum
The few user with issues start flame postings or shitstorms and blame Rebus to be the worst farm in the world. Insteat helping us to isolate the issues they duck and cover.
No system can run 100% - rendering just too complex to archive that. Comparing to other farm is Rebus lightyears further. 99% of all jobs we do are hasselfree and fine with just 2 mouse clicks - the last 1% matters.
KimDirkHope - we had much email communication. I wonder to find your posting here since we not yet found the answere for your problem.
I isolated the matter down to your lights in the scene and I asked you to send a few test to farm to track down the matter more deeper.
My render at 40 passes must be the same qualtiy to yours. Without your help I never can find the reason.
« Last Edit: 2015-09-04, 13:28:55 by QuakeMarine1 »

2015-09-04, 14:41:01
Reply #111

arqrenderz

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Hi quakeMarine, i was trying the 10 credits bonus in a corona scene, i wanted to know how much 10 credits would be, i set up it to 9.75 credits or 800 pases , but in the end i ended with -1.xxx credits and couldnt download the image for this reason, i thought it would stop at the credits number i specified... so i can get to know more about this render option..

2015-09-04, 15:24:07
Reply #112

Rebus farm

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what was your username or jobname at rebus ?
« Last Edit: 2015-09-04, 15:28:12 by QuakeMarine1 »

2015-09-04, 17:37:11
Reply #113

arqrenderz

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Hi my username is daniel266, i have a few issues loading the scene, in the end i needed to clear a bymp map to load the project.

2015-09-04, 18:17:48
Reply #114

Rebus farm

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I not have your job anymore
I resetted the RP for your account - try again plse and report back

2015-09-04, 20:52:10
Reply #115

fellazb

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Completely unreliable, I have been sending support requests as my jobs crash and burn.  I would not trust this new rebus drop software that was released, since they implemented it I get 1 in 4 renders actually working, just lost a big client and my jobs are frozen in the server while the server continues to charge me.  Just don't rely on it actually working is my advice.

Same thing here unfortunately. 24 out of 25 rendernodes were complete and it got stuck on the last one that was frozen. Result was no image and a waste of time (and money)...Not sure if it's Corona dependant, but I don't rely on it anymore since I have had constant problems with their deadline service.

A hung node can happen but I think your issues was another one.
(sidenote: a hung node is not charged in case the farm manager or one of the admins detect it)
If you have big resolution and much render elements the total output data is a lot - the last step of distributed render is to combine the image.
That happen with one PC only for technical reason - it can take up to 20min and more if you have 20 render elements or a 2gb exr
The controll center show 99% progress and the last 1% just take long - it looks hung but its not !
A short message to our support and we answere immidently.


I believe it was a 4K render with no render elements. I left the last node render for about 40 minutes seeing the credits got lower and lower even though the set amount was already reached. A few days later I contacted RB and a frozen node was confirmed and my credits were reset (thanks for that). Unfortunately I missed the deadline...

For now I try to render the images with my own resources but would really benefit from Rebusfarm. I'll definitely come back to try again because it's a very clever setup within MAX.  Just my 2 cents.

2015-09-05, 17:05:19
Reply #116

arqrenderz

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Many thks Quake Marine, this time i will set it up to 9 render points , will left 1 RP just in case, i will try on monday at the office, My internet sucks for that matter at my house.
Will report later :)

2015-09-06, 12:19:49
Reply #117

Cyanhide

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My only real gripe with Corona is the renderpoint system.
when I render image I set the image to 220 render passes and 22 renderpoints. ( so  I expect not to spend more then 22 points )
For some reason most of the time its going under the 22RP and i'm forced to buy new points.

Their customer service is really awesome, but I also do agree that their recent builds have been buggy to say the least.
All in all, its a service I couldn't live without.

2015-09-06, 12:31:37
Reply #118

vkiuru

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its always the same
Much user love Rebus (otherwise we whould be the market leader) since it work flawless but that user never or rarly report something in to forum
The few user with issues start flame postings or shitstorms and blame Rebus to be the worst farm in the world. Insteat helping us to isolate the issues they duck and cover.
No system can run 100% - rendering just too complex to archive that. Comparing to other farm is Rebus lightyears further. 99% of all jobs we do are hasselfree and fine with just 2 mouse clicks - the last 1% matters.
KimDirkHope - we had much email communication. I wonder to find your posting here since we not yet found the answere for your problem.
I isolated the matter down to your lights in the scene and I asked you to send a few test to farm to track down the matter more deeper.
My render at 40 passes must be the same qualtiy to yours. Without your help I never can find the reason.

Look, I love your service and find myself relying on it more and more but you really need someone else to do the public speaking because the few times I´ve seen your outbursts on different boards you come across like a whiny b*tch and it´s not helping your brand. Nothing personal.

2015-09-07, 12:23:05
Reply #119

Rebus farm

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when I render image I set the image to 220 render passes and 22 renderpoints. ( so  I expect not to spend more then 22 points )
For some reason most of the time its going under the 22RP and i'm forced to buy new points.

I need some examples to have a look about plse.

2015-09-28, 19:41:13
Reply #120

EarthMover

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I've recently done a quick test with Rebusfarm on a small sample exterior scene and Corona.  The test render completed successfully, although was watermarked in spite of using  Render Points obtained through my FairSaas.  (No big deal as it was only a test)

As I do mostly exterior scenes with several dozen different proxy plants, (highpoly which i make in GrowFX) the file size when combined is always very large.  I don't have the fastest internet uploading in my area, so the uploading time was a little over an hour on this small test scene with 10 different highpoly proxy plants.  (Can't imagine what it would be on a large scene)

I generally need to produce between 10-20 still (3-4K) renders per project.  I wouldn't mind the upload times if I could batch render all the cameras.  (Uploading the scene file over and over for each camera would be a deal breaker)  Since native Max batch rendering isn't supported by RebusFarm, is there another way around this?  Are you guys using a plugin such as Deadline from ThinkBox or is there anything else script wise that is supported? 

I really wish there were a way to upload the file and just choose which assigned cameras to render through the farminizer plugin.  Until then, are there any suggestions for workarounds or something I'm missing in regards to batch rendering still images through the farm? 

2015-09-28, 19:58:03
Reply #121

Ricky Johnson

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(Uploading the scene file over and over for each camera would be a deal breaker)  Since native Max batch rendering isn't supported by RebusFarm, is there another way around this?

From what I've observed with the upload to Rebusfarm, each new project (each new camera view in your case) you upload will reuse assets that you've already uploaded to Rebusfarm.
So, if you've already uploaded your first view with the high-poly proxies, your second view (assuming it uses the same proxies, textures etc.) should be a lot quicker.
Particularly, I would have thought, if you're using proxies for much of your geometry (as the .max file that gets uploaded each time would contain less of the information from the scene).

2015-09-28, 20:55:37
Reply #122

EarthMover

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Thank you Ricky.  You are correct.  Just sent a second camera and indeed, the upload started at 95% complete as it's recognizing the stored scene assets.  Upload took only 5 minutes.  A huge relief!  So far no problems with Max 2016 & Corona 1.2.1.  I've always been nervous to venture out into the world of render farms with the thinking that it was an overly complicated process.  Rendering with Rebus is easier than I ever would have imagined.  They've made it as close to just hitting a button as possible.  Looking forward to faster turnaround and higher volume handling. 

2015-09-29, 00:10:59
Reply #123

Ondra

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there should be no watermark - are you sure you also did not use any free credit, or did go into negative balance on the render?
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-09-29, 01:57:38
Reply #124

Juraj Talcik

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I had the same experience, despite adding the points from Corona subscription and using those, my first ever render was still watermarked and I had to manually add some credit (it wasn't because I was in negative, I added 180 euros from Corona, did test render for 5 euros, so I still had 175 but also watermark). I guess for complete first-timers in Rebus, it doesn't yet consider the user as customer when using promo codes only ?
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2015-09-29, 06:31:18
Reply #125

EarthMover

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I had been accruing Renderpoints through FairSaas since the release of 1.0.  I've built up 80 RP worth of bonus codes and finally decided to give it a whirl.  Add those to the 10 trial RP at sign up and I was sitting with 90RP, but hadn't actually spent any money with Rebus.  I'm under the impression that after I'm done using / testing with the first 10 trial points that the watermark will go away.  Is this correct?

The watermark says to make a payment and then redownload to remove watermark.  I wonder if it's possible to then swap Corona RP for Trial RP and remove the watermark?

2015-09-29, 09:50:49
Reply #126

atelieryork

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Talk to them directly but my understanding is that you need to buy at least 1 point to "activate" your account, even if you have a bunch of points already on it through freebies etc. I had to do this. Then the watermark was removed and I could re-download the clean files.
Alex York
Atelier York
www.atelieryork.co.uk
max 2016 sp1, corona 1.3 final, win 8.1. pro

2015-09-29, 17:30:48
Reply #127

greysheep5

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Talk to them directly but my understanding is that you need to buy at least 1 point to "activate" your account, even if you have a bunch of points already on it through freebies etc. I had to do this. Then the watermark was removed and I could re-download the clean files.

Same with us! Shame they don´t state that policy clearly somewhere... You just really buy one or a few points with a credit card or something and then you are authorized. But the strange thing is, we did 2 or 3 jobs before with the free points, before we ran into that watermark problem with the next one - and of course back then very time critical - job.

Cheers,

Chris.

2015-10-23, 06:01:27
Reply #128

Jamie@GV

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I've just got a render done with Rebus, awesome no problems. How do you continue it if I want more passes? Progressive rendering.
Jamie Hopwood
Director
GRAND VISUALS

2015-11-06, 09:11:27
Reply #129

vkiuru

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Any chance you'll be upgrading support to Corona 1.3 in the coming days, preferably today? ;)

2015-11-06, 09:30:31
Reply #130

Juraj Talcik

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Ideally with that bunch of Siger texture plugins (Fresnel, Bercon, etc..) he came up with in recent months.
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2015-11-06, 14:40:54
Reply #131

vkiuru

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Ideally with that bunch of Siger texture plugins (Fresnel, Bercon, etc..) he came up with in recent months.

Oh yeah that too. But even the bare basics would help a lot this coming weekend.

2015-11-09, 09:26:55
Reply #132

tomislavn

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I made a few renders on REBUS yesterday.. Corona 1.3, so I guess they have updated :)
My 3d stock portfolio - http://3docean.net/user/tomislavn

2015-11-09, 11:35:31
Reply #133

atelieryork

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They confirmed in an email to me this morning that the entire farm is now on 1.3, and all jobs, 1.2.1 or whatever, will be rendered with 1.3.
Alex York
Atelier York
www.atelieryork.co.uk
max 2016 sp1, corona 1.3 final, win 8.1. pro

2015-11-09, 19:10:52
Reply #134

JanoD

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Hi everyone,
well, I don't know..mine smartcheck keeps saying "Corona version too old:You need at least version 1.2.1" . That message had occured when I installed a 1.3. I reinstalled 1.2.1, but it has kind of messed up my translucency shaders and set up a waterlevel "on" in every displacement settings. Is it sure the farm is running 1.3 now, or I have to search for problem behind my keyboard?
Jan
edit: I've just found the solution with help from Rebus. I've been runnig on old Rebus Manager. With Rebus drop, it works fine.
« Last Edit: 2015-11-09, 21:36:14 by JanoD »

2015-11-10, 07:49:00
Reply #135

tomislavn

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They are running 1.3 for sure. I am rendering my current project with them and they support my installed 1.3 version of Corona.

Sorry, I've read the edited part later :) Glad you have managed to sort it out.
My 3d stock portfolio - http://3docean.net/user/tomislavn

2015-11-12, 11:10:02
Reply #136

pixel-flow

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Is anyone else getting slightly darker images from rebusfarm?

2015-11-17, 20:29:00
Reply #137

EarthMover

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Is anyone else getting slightly darker images from rebusfarm?

I've noticed it when I've rendered a still on rebus and had a mistake that I fixed by doing a local region render and then overlayed them in photoshop to find the local render was a lighter exposure.  It was an easy fix so I didn't think much of it. 

2015-12-12, 00:13:43
Reply #138

3dbybrunolopes

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Hi,

I need to use rebus, but I use a free plugin that rebus doesn't support.
Can rebus provide this?

http://www.maxplugins.de/r2015_files/burnett/WarpTexture_Max2015.zip

It's 2015 version ,but works ok in max 2016
Senior 3D Artist and Technical Director

2016-02-28, 19:00:14
Reply #139

Emily

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Hello! Tell me please how can i remove the error : "Your Plagin is outdated, please close your application and reinstall plagin from the Drop!"

2016-02-29, 14:16:27
Reply #140

filippo.previtali

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I have been working with Rebus Farm for a while now and we just had the chance to use their service on a very tight deadline. Worked as a charm!

Just my two cents.

Filippo
dscribecgi

2016-03-17, 09:39:34
Reply #141

Alexp

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Multitexture map from CGSource is not suported yet?

2016-03-18, 21:14:35
Reply #142

Caue Rodrigues

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Multitexture map from CGSource is not suported yet?

Works very fine.

2016-03-19, 11:01:43
Reply #143

Alexp

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Multitexture map from CGSource is not suported yet?

Works very fine.

When I try to send the scene to renderfarm I get an error with "not supported plugins" an multitexture map are checked like "not working"

2016-04-13, 13:07:31
Reply #144

filipskrzat

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REBUS images has slightly diffrent gamma than those rendered localy

2016-05-20, 19:24:14
Reply #145

Caue Rodrigues

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Does Rebusfarm accept Corona 1.4?

2016-08-14, 02:50:43
Reply #146

juang3d

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Does Rebus accept daily build 1.5?

2016-08-24, 17:56:02
Reply #147

vicmds

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Hi,

There may be an obvious answer to the question, but can I use Siger Maps with Rebus?

2016-08-24, 17:56:41
Reply #148

alexyork

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Hi,

There may be an obvious answer to the question, but can I use Siger Maps with Rebus?

Yes, but you should do a test first.
Alex York
Partner
RECENT SPACES
recentspaces.com

2016-08-24, 17:58:48
Reply #149

vicmds

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Hi,

There may be an obvious answer to the question, but can I use Siger Maps with Rebus?

Yes, but you should do a test first.

Absolutely. Thank you!

2016-08-30, 21:30:28
Reply #150

Lwmotion

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I'm about to submit my first Corona render scene to Rebus but wanted to ask a few questions first.

1. I'm using version 1.4 (Hotfix). Rebus announced that they support 1.4 so should there be any
differences in the renders?
2. I'm using denoising and have some post settings, does that automatically get saved with the
submitted render jobs?
3. I'm submitting an animation, I have tested a few frames locally using the progressive rendering
time limit set to 36min. When submitting jobs, should I set the limit to the equivalent number of passes
or noise levels?
4. Rebus use to require submitted jobs be set to Bucket rendering mode but that no longer
seems to be an option with the newer versions of Corona.

Any and all further tips/suggestions would be appreciated.

Thanks in advance for any assistance.

2016-08-31, 14:39:04
Reply #151

maru

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Hi, I think it would be best to ask those questions to Rebus support. If you haven't done it yet, I can do this on your behalf. I know from experience that their support is awesome.
There is also a "sanity check" each time you send a scene for rendering, so if something is wrong with your scene, then it should automatically detect it and suggest solutions.

2016-09-20, 11:38:37
Reply #152

subpixelsk

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Hi guys

strange thing happened to me today.  I submitted one rendering today and limited it to use only 15 renderpoints. However it consumed already over 50 and still going for more. In payment window I still see my original 50 render points but in control center there is -30 and counting.. :(

2016-09-20, 14:58:21
Reply #153

maru

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@Johnymrazko - did you contact Rebus about this? If you wish, I can notify them, but I am sure they will have to contact you directly anyway since some personal details will be probably required.

2016-09-20, 15:02:35
Reply #154

subpixelsk

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Maru thank you I contacted them and everything went ok afterwards :)

2016-09-20, 15:10:57
Reply #155

maru

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2016-10-20, 09:02:49
Reply #156

TomEnokR

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I've used this render farm for three separate projects.  The process was smart and painless.  I had one frame render incorrectly. Customer service isolated the node and rerendered the project.  Quick and efficient.  I would like to see some kind of volume discount; meaning the more I use it, the cheaper it becomes.  This would incent me to get to the highest tier. 

2016-11-23, 13:19:28
Reply #157

lukas.teuber

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Hey guys!

I would like to sell several hundreds of render points on RenderFarm. I offer discount because the points are not refundable and these are from one project I overestimated a bit.

Please contact me if you are interested.

2016-11-25, 18:36:00
Reply #158

Goran Gajic

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Hi
I have been using REBUS for some months now, invested over 1000Eur and very happy with servises!
However now it is really time to make possible saving images as Corona EXR (*.cexr )
Please let us clients know when this will happen.
We, Corona users want to take advantages from saved VFB and want also to save CShading Lightmix render element.
Thanks in advance

2016-12-02, 11:38:09
Reply #159

fraine7

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.Cexr output is vital in my workflow as is the lightmixer element. I have a ridiculous amount of images to render and my only concern is not being able to make use of these features when submitting to Rebus.

Any idea how long it might take to implement .cexr output so I can consider Rebus for future projects?

2016-12-02, 14:51:01
Reply #160

maru

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We are constantly discussing this with Rebus. Currently we developed some tools which should speed up the implementation. The problems with CEXR saving are something partly we should fix, and partly (surprise) 3ds Max fault. We are however aware of the issues, and the fix will be announced publicly!

2016-12-03, 17:33:02
Reply #161

Goran Gajic

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Thank you Marcin. We had email contact about it. I feel calm knowing that you are working on it. You Corona guys are making my happy every time I take a look at Corona site, forum or start Corona renderer :-) You are the rock.

2016-12-21, 09:40:05
Reply #162

Hammen

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Great, thanks! I do not feel much for Rebus. With the use of I would like to gradually learn to do. Response little about the progress mode. Soon I would be a professional like you.

2017-01-22, 17:47:46
Reply #163

Caue Rodrigues

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Hello Everyone, I´m trying to upload an animation to Rebus farm, but I´m facing a weird issue.

I set up my render settings and I wanna 10% noise limit. (Before.jpg)
After that when I push upload button, a 26 secounds time limit is added on my render settings. (After.jpg)

Anybody was facing this kind of issue too?
Best regards

2017-01-23, 13:26:03
Reply #164

maru

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Can you contact Rebus about this? If you wish, we can contact them on your behalf.

2017-02-28, 04:42:41
Reply #165

Caue Rodrigues

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Can you contact Rebus about this? If you wish, we can contact them on your behalf.

Hey Maru, sorry about delay.
They answered me same day.
I´ll paste their answer:

"Hello,

the 26 seconds per frame are what your render point limit will buy you on our machines. The noise level as a terminator will not work on the farm. Sorry!"


2017-02-28, 17:28:01
Reply #166

maru

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We'll look into this. AFAIK Corona 1.6 has adaptivity for slaves, so maybe that will help here.

2017-03-15, 19:22:13
Reply #167

lupaz

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.Cexr output is vital in my workflow as is the lightmixer element. I have a ridiculous amount of images to render and my only concern is not being able to make use of these features when submitting to Rebus.

Any idea how long it might take to implement .cexr output so I can consider Rebus for future projects?

Hi there.
Just wanted to know if this is currently possible or if there are any issues with cexr/rebusfarm

Thanks

2017-03-20, 14:04:25
Reply #168

Tanakov

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.Cexr output is vital in my workflow as is the lightmixer element. I have a ridiculous amount of images to render and my only concern is not being able to make use of these features when submitting to Rebus.

Any idea how long it might take to implement .cexr output so I can consider Rebus for future projects?

Hi there.
Just wanted to know if this is currently possible or if there are any issues with cexr/rebusfarm

Thanks

Why not normal exr fullfloat with render elements attached? What would be the difference?
Corona since 2014.06.02
https://www.behance.net/Gringott

2017-04-25, 22:44:29
Reply #169

vicmds

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Are they supporting 1.6 already? If so, do I need to update RebusDrop manually or something?

2017-04-26, 22:49:34
Reply #170

filipskrzat

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Are they supporting 1.6 already? If so, do I need to update RebusDrop manually or something?

bump

2017-04-27, 10:12:26
Reply #171

LKEdesign

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Are they supporting 1.6 already? If so, do I need to update RebusDrop manually or something?

- and how far is RebusFarm/Corona in the development of saving Corona EXR files - This would really be a major step forward.
All the best,
LKE Design
See my work at: http://www.lkedesign.dk/en/portfolio_en.html

2017-05-02, 13:18:48
Reply #172

filipskrzat

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Update :

"Hello,

Sorry, our update specialist is not in the office atm. Please check our news section for a possible update, most likely early next week.

best regards / beste grüsse,"

2017-05-10, 09:05:10
Reply #173

maru

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The news from RebusFarm are that they now support Corona Renderer 1.6, however the CXR format is not yet supported.
The support for CXR will be added as soon as possible, probably this or next week.

If you experience any issues with Corona Renderer 1.6 and RebusFarm services, pleas report them to us at support@corona-renderer.com, or to RebusFarm directly at info@rebusfarm.net.

2017-05-10, 11:12:12
Reply #174

vicmds

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Thank you, maru. CXR is going to come in handy.

But they don't seem to support denoising at the moment either, after the update. Smartcheck returns an error saying "Denoise not yet supported". Any word on that?

2017-05-12, 15:39:18
Reply #175

archimi

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Hello,

Concerning the problem of "Denoise not yet supported", here is the answer that I received from Rebus: "At the moment we don't support denoise for Corona 1.6. Unfortunately we have no ETA, but if it will be supported, you should also don't get anymore this error. I would suggest you to submit without denoise and set it later manually as a post effect."
 

2017-05-12, 17:18:56
Reply #176

maru

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...I would suggest you to submit without denoise and set it later manually as a post effect."
and this needs the CXR format, so unfortunately it looks like now we can only wait...

2017-05-25, 16:55:33
Reply #177

lupaz

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Quote
submit without denoise and set it later manually as a post effect."

Any suggestions to do this?
I use AE. Should I render certain render elements to denoise in post?
Thanks.

2017-05-25, 17:24:51
Reply #178

maru

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The easiest method is saving to cxr format and denoising in our Corona Image Editor, provided that the denoising data was baked into the image ("gather data for later" option in denoising settings).

2017-05-25, 17:55:32
Reply #179

lupaz

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Thanks.
But CXR is not supported by Rebusfarm yet, no?
So it really wouldn't work with them.

Is there a second best for animations rendered in a farm?
Like a plugin for AE that could have nice results with the type of noise produced in corona?

(Or maybe a different render farm all together?)

Really appreciate it!


2017-06-07, 14:01:33
Reply #180

maru

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CXR format is supported by Rebus since some time already.
To denoise the CXR you will however need to have the denoising data baked in, so you need to switch denoising to "gather data for later" option.

Just a small note on denoising:
-if you want to render an animation and use Corona's denoising: leave "lock sampling pattern" option enabled in Render Setup > Performance
-if you want to render an animation and use 3rd party denoising (AE plugin, etc.): disable "lock sampling pattern" option

2017-06-07, 16:02:38
Reply #181

lupaz

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Thanks Maru!
Nice to know that I'd need to disable LSP for a 3rd party plugin too.

2017-06-07, 21:57:46
Reply #182

studio_vir

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The problem is that Rebus not aceept the option "gather data for later"!

The error "Denoise not yet supported" still apears.

Thanks.

Alessandro Giraldi
www.studiovir.com.br

2017-06-08, 17:41:54
Reply #183

maru

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2017-06-11, 11:40:49
Reply #184

cgifarm

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If CXR is actually implemented, make sure that you have your 3ds max plugin updated. Usually when new features are added in, the 3ds max plugin need also to be updated. Check your version, eventually uninstall the rebus plugin and download it again from their site.
Working on a Renderfarm Platform - checkout our website cgifarm.com and our cost calculator : https://www.cgifarm.com/renderfarm-cost-calculator

2017-06-20, 13:47:41
Reply #185

LorenzoS

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Ok. We will contact them about this.
Hi Maru, have you news from rebusfarm?

2017-06-21, 10:05:40
Reply #186

maru

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I have just asked Rebus one more question to make sure I understand everything correctly (providing incorrect info would be the last thing we would want to do...), and I will log everything here asap.
Update, good timing:

1. Do you support CXR image format? (so that an image can be obtained as
.cxr from the farm, and then user can perform post operations on it himself)
-yes we support CXR

2. Do you support "gather data for later" option for denoising? (render
setup > scene > denoising > gather data for later)
-"gather data for later" and "only remove fireflies" are supported

3. Do you currently fully support denoising? (can user submit jobs
involving denoising, and receive denoised finals?)
-we are still working on this, should be done soon

If something between Corona and Rebus is not working right, please contact Rebus support at info@rebusfarm.net and CC me (miodek@corona-renderer.com).
I would also recommend updating all software (Corona and Rebus) to the newest versions available.



2017-06-24, 01:08:26
Reply #187

ylucic

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Hi everyone ..I've been using rebus for still with no problems. But now I have to render several cameras within a scene that have lots of moving objects, lights that change intensity and even cached mParticles (1.4GB of cache) ...It's an open scene as you can see in the image attached so I've been test rendering locally with PT/PT. Wich option will be the better one to go?...pt/pt with noise limit (3 to 4 works well in this scene)?? or caching a GI per camera?? ..

And I a have concern with a test scene I uploaded today. It seems that pflow/mParticles do not work if they in a xref scene.
Industrial Designer
SCL

2017-06-24, 21:45:58
Reply #188

cgifarm

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Hi everyone ..I've been using rebus for still with no problems. But now I have to render several cameras within a scene that have lots of moving objects, lights that change intensity and even cached mParticles (1.4GB of cache) ...It's an open scene as you can see in the image attached so I've been test rendering locally with PT/PT. Wich option will be the better one to go?...pt/pt with noise limit (3 to 4 works well in this scene)?? or caching a GI per camera?? ..

And I a have concern with a test scene I uploaded today. It seems that pflow/mParticles do not work if they in a xref scene.

Hi, I think that it will come into the end on which one renders faster and gives the best results, and the easies way is to try both options on different cameras then decide what to do with the rest of two cams. I know from past experience with Rebus that Distributed Single Frame is not allowed to have keyframes, so you will need to run it on a single machine and submit different 3ds max scenes setup for each camera and with the UHD cache set on loaded for that cam if your prerender it on you computer.

About particles, I don't have much experience rendering that, maybe someone else can tell what's the best way to handle this problem, something that comes into my mind is to try to merge the xref in the main scene if it's possible, only if it won't make your scene unopenable or break something else.

Best of luck!
Working on a Renderfarm Platform - checkout our website cgifarm.com and our cost calculator : https://www.cgifarm.com/renderfarm-cost-calculator

2017-06-27, 23:27:54
Reply #189

ylucic

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Hi, I think that it will come into the end on which one renders faster and gives the best results, and the easies way is to try both options on different cameras then decide what to do with the rest of two cams. I know from past experience with Rebus that Distributed Single Frame is not allowed to have keyframes, so you will need to run it on a single machine and submit different 3ds max scenes setup for each camera and with the UHD cache set on loaded for that cam if your prerender it on you computer.

About particles, I don't have much experience rendering that, maybe someone else can tell what's the best way to handle this problem, something that comes into my mind is to try to merge the xref in the main scene if it's possible, only if it won't make your scene unopenable or break something else.

Best of luck!

So...did a couple of tests. And the best result where using uhd caching locally ...every 5 frames using "load + append". I've seen very different rendering times from a simple scene (times vary from 9 to 18 minutes of a 50 frames animation) so had to use a noise limit to get consistent results...

using UHD or PT as secondary solver gives some flicker ...

And pflow in xref does not work...they need to be merged. Kind of a bummer, because the scenes get a little slow to navigate....Other xrefs with keyframe animation works well.

cheers!

Industrial Designer
SCL

2017-07-03, 14:28:14
Reply #190

lupaz

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1. Do you support CXR image format? (so that an image can be obtained as
.cxr from the farm, and then user can perform post operations on it himself)
-yes we support CXR

This wouldn't work on an animation though. no?
How would you load a sequence of CEXR to perform the denoising?

2017-07-03, 15:19:09
Reply #191

maru

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1. Do you support CXR image format? (so that an image can be obtained as
.cxr from the farm, and then user can perform post operations on it himself)
-yes we support CXR

This wouldn't work on an animation though. no?
How would you load a sequence of CEXR to perform the denoising?

You can use this method: https://corona-renderer.com/forum/index.php/topic,16428

2017-07-04, 00:35:18
Reply #192

lupaz

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Thanks.

Is there a way to make CEXR files lighter? I'm concerned about the time it'll take to download 1000s of frames from rebus in that heavy format.



2017-07-04, 23:42:15
Reply #193

cgifarm

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There is not really something to make it lighter, the files are already compressed. The best option is to denoise on renderfarm and get lighter format version, otherwise pray for a good internet connection between you and your render service provider. Rebus does not support it at the moment, but I am sure they will get it up and running soon, but till then you must find a way to render your projects I guess.

You can add more passes and not use Denoising. Denoise is also billed separately, it's faster than computing passes, but on full hd still takes 1-2 mins depending on the workstation.


I found this cool video on how to reduce noise in After Effects, so you basically render your exr, tga or tiffs and do post production on those. Other more experienced users in post production, correct me if I am wrong.

This one looks pretty nice from their promo : http://www.redgiant.com/products/magic-bullet-denoiser/

Good luck with your projects!
« Last Edit: 2017-07-05, 00:16:23 by cgifarm »
Working on a Renderfarm Platform - checkout our website cgifarm.com and our cost calculator : https://www.cgifarm.com/renderfarm-cost-calculator

2017-09-16, 22:33:28
Reply #194

Maros

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Hi,

anyone have problem with filtering ? Every image from RebusFarm has weird edges. Not sure what it is but probably it is filtering, my render looks ok but from rebus looks bad. I have all set as default settings.

Thanks

2017-09-18, 10:16:38
Reply #195

maru

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anyone have problem with filtering ? Every image from RebusFarm has weird edges. Not sure what it is but probably it is filtering, my render looks ok but from rebus looks bad. I have all set as default settings.
Are you using 1.6 hf3? Please do: https://corona-renderer.com/download/

2017-09-18, 10:43:00
Reply #196

Maros

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Yes I have 1.6.3 but I had this problem also with older version. Everytime output is like this.

2017-09-18, 16:29:04
Reply #197

MartinBrinks

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I have had the same issues a handful of times. Rebus responded with urging me to set the render passes to 100, but it didn't help. Just experiencing it again on a present project :-(

2017-09-18, 16:37:00
Reply #198

agentdark45

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I have had the same issues a handful of times. Rebus responded with urging me to set the render passes to 100, but it didn't help. Just experiencing it again on a present project :-(

This is not good news, I have an upcoming animation that I'll need to on Rebus!
Vray who?

2017-09-18, 16:42:15
Reply #199

Maros

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My respond from rebus was: this needs further investigation. We will contact you as soon as we know more. (5 days ago)

2017-09-18, 17:55:00
Reply #200

maru

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2017-09-20, 08:49:57
Reply #201

Fred.M

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Hi, I tried twice the same render, 360 frames, upload ok, it says renderer is finished, but nothing show up in the folder. Empty.

What am I doing wrong ? Smartcheck is ok.

2017-09-20, 08:55:02
Reply #202

Fred.M

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(see attached screenschot)

2017-09-20, 11:00:55
Reply #203

grafichissimo

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Mate 361 frames for just 3Render Point, probably it even didn't start rendering or didn't reach 1 pass.
Try to reach at least 3 passes according to you credit divide by the numbers of your frames.
Davide Chicco - www.metrovisual.co.uk

2017-09-20, 11:29:11
Reply #204

grafichissimo

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Look at this crazy thing guys, this what I found when I woke up this morning at 4AM.
My HD cache was stuck at frame 1350, 363 min against an avarage of 4 min for the other machines.
I had to cancel the job and start it again and then it worked, though now I am very late.
Davide Chicco - www.metrovisual.co.uk

2017-09-20, 15:58:44
Reply #205

maru

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We have identified the issue with bad antialiasing and notified the render farms.

As to the other ones (UHD cache and empty frames) - have you contacted the render farm support about it?

2017-09-25, 16:54:21
Reply #206

MartinBrinks

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Hi Maru

By notifying do you mean providing a solution or merely making them know about the issue? I'm still running into the issue, and always when stressed like hell (that's how stuff like that works) :-)

2017-09-25, 17:02:20
Reply #207

Maros

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I did some tests today and it is happining only on distributed rendering(I mean wrong filtering), but found another issue with weird visible banding on some parts, maybe it is bad filetype, but it was saved as tiff.

2017-09-26, 11:57:24
Reply #208

maru

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Hi Maru

By notifying do you mean providing a solution or merely making them know about the issue? I'm still running into the issue, and always when stressed like hell (that's how stuff like that works) :-)

We have provided them with a solution. I'll contact Rebus again today.

2017-09-26, 13:02:19
Reply #209

MartinBrinks

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You're quite right, Maros -  it only happens when using distributed mode. Never made that connection but at least that gives me a solution for how to get the present project through till Rebus implements the fixes.

2017-10-03, 10:07:38
Reply #210

MartinBrinks

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It seems like Rebus fixed the issue. The banner they had running on their website recently warning about not to render distributed is gone, and I've just run a test render, and it turned out good. Will do some more just to be sure.

2017-10-03, 11:00:24
Reply #211

maru

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Great news! I hope everything is fine now, and sorry for all the inconvenience and stress you've been through.

2017-10-03, 14:06:00
Reply #212

MartinBrinks

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No problem at all, just happy it now works. Feel stupid I didn't bring this up myself a long time ago - would have saved Maru et al. from the troubles

2017-10-05, 09:55:11
Reply #213

maru

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Just a confirmation - Rebus fixed the AA issue and also a maxscript error which would show as "unknown property: renderer".

2017-10-19, 13:59:16
Reply #214

MartinBrinks

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I'm running into this issue again using distributed render on Rebus. Just written to their support, but it looks like the old problem, right?

2017-10-19, 14:25:48
Reply #215

maru

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It looks like it, and it shouldn't be happening. Which version of Corona and Rebus software are you using?

2017-10-19, 14:29:03
Reply #216

MartinBrinks

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I'm using 1.6 Hotfix 3 - and the newest plugins from Rebus.

I'm pushing the same job through on single nodes, and it comes back smooth as a reindeer's muzzle.

2017-10-19, 15:58:22
Reply #217

MartinBrinks

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Rebus is working on it at the moment. Good and fast response.

2017-10-19, 17:20:52
Reply #218

maru

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2017-12-12, 20:53:06
Reply #219

rmbrymer

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Hello guys,

I just downloaded and decided to try out RebusFarm. After my first test render, I have one issue. I want to be able to use Corona Image Editor after the render is completed to adjust the tone mapping and bloom and glare... so I made sure to set the output filetype as CXR. I was under the impression this file type stored all of the render elements in one single file. However, my test render seems to have come back with all of the render elements separated into individual files; camera001.cxr, camera001_ovenlight.cxr, camera001_interactivelightmix.cxr, etc. Is this normal? Have I forgotten to change a setting? 

I am using Corona Version 1.7, 3ds Max 2015 and the latest RebusDrop.

Thanks,
Robby

2017-12-13, 11:51:41
Reply #220

maru

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This is how 3ds Max works. It will save one .cxr set in the main output path in common settings (with all render elements included in it!) PLUS each single render element saved as a .cxr.
One way to overcome this is using the "save cxr" button in the vfb, or in the render setup > scene rollout. This will save only your main .cxr file, without the extra render element files.
Right now we are looking at some ways how this could be solved when rendering with Corona in Max, and when using external render farms and plugins.

2017-12-13, 13:14:26
Reply #221

rmbrymer

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Hi Maru, I don't mind the separated CXR files as I can easily delete those. The problem I have is I'm almost positive the "main" CXR file doesn't contain the render elements...only the alpha information. I'll double check when I get home and also do some more tests.

2017-12-13, 23:22:40
Reply #222

rmbrymer

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So I did some tests...used the exact same settings, same file output using the "Save File" in the Render Setup dialog box. Only difference is the one on the left is rendered with my pc and the one on the right was rendered with RebusFarm. As you can see, when rendered from my pc, I am given only one output file and it is fairly sizeable at 45mb. When opened with Corona Image Editor, it contains all of the render elements exactly as it should.

The one on the right was what came back from RebusFarm. All of the elements separated out and the "main" file is only 1-2mb and doesn't contain any of the elements.

I have tested each scenario (my PC and RebusFarm) twice and had the same results each time.

I really want to use RebusFarm but If I can't open the images and adjust the lightmix/tonemapping/bloom & glare afterwards it is a deal breaker for me unfortunately. Any thoughts?

2017-12-13, 23:35:06
Reply #223

Maros

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When you open cxr file, up in menu there is Merge where you can load other elements ? Did you tried ?

2017-12-13, 23:48:30
Reply #224

rmbrymer

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When you open cxr file, up in menu there is Merge where you can load other elements ? Did you tried ?

Based on the tool tip that pops up when you hover over that merge button, I don't think it is for merging the render elements. But i tried it anyways just to be sure, and no, it doesn't add in the elements. It seems to only combine them with the beauty pass. 

2017-12-14, 11:32:49
Reply #225

maru

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Merge will blend your images together (e.g. if you render the same scene with 5 passes, and then 10 passes, and merge it, you will get the same thing as rendering it for 15 passes). It has some other uses too, like stitching regions, but generally this is mainly useful in cases like rendering on farms.

2018-03-12, 14:34:22
Reply #226

Correntes

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I'm about to start a job, to specify the render output is in the render setup, common tab ?
I need cxr for denoising.

Thanks

2018-08-15, 03:34:12
Reply #227

3Dsoldier

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I tried Rebusfarm and it is very handy , however I was not able to save in CXR corona format.
I don't know if I miss something in the procedure or if it's not allowed that file format saving .
CXR format saving from renderfarm would be very useful to adjust lighting color and intensity after the renderfarm computation and not before .

2018-08-16, 01:39:11
Reply #228

Luke

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I tried Rebusfarm and it is very handy , however I was not able to save in CXR corona format.
I don't know if I miss something in the procedure or if it's not allowed that file format saving .
CXR format saving from renderfarm would be very useful to adjust lighting color and intensity after the renderfarm computation and not before .

I used it over the weekend and had no trouble saving cxr's... did you set up the "Render Output" (Render Setup->Common tab) to be .cxr?

2019-01-14, 14:39:57
Reply #229

Librillian

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Hello
I have a problem with saving CXR file (REBUS FARM). I choose render output as "...cxr", make every light select and lightmix element correct, choose "BEAUTY" mode when interactive render is going on...but when the render on farm is complete - I have CXR file with NO LIGHT MIX settings:
"LightMix is not available. You need to add...."

2019-01-15, 14:00:47
Reply #230

mike288

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Hello
I have a problem with saving CXR file (REBUS FARM). I choose render output as "...cxr", make every light select and lightmix element correct, choose "BEAUTY" mode when interactive render is going on...but when the render on farm is complete - I have CXR file with NO LIGHT MIX settings:
"LightMix is not available. You need to add...."
Hi, do you use latest (v3) CIE to view the CXR?
Corona Scatter developer | In case of crash, please send minidump | Private uploader: https://corona-renderer.com/upload

2019-04-09, 13:45:58
Reply #231

Jpjapers

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I have nothing but constant gripes with rebus. Everything from the 'smart' checker not picking stuff up or brand new issues cropping up when you click upload, to the farm hanging on a single node for literally hours longer than the rest of the nodes and then having their support tell me its because of the content of my render.

The bit that i find to be the biggest hurdle is that you dont get any progress report or render previews so youre essentially at the behest of their smart checker as to whether its going to render correctly. Even their live chat is constantly closed. Its proven fact that live chat is the number one choice for customers in terms of tech support. twice as useful as email as shown in various studies.

Its a very non-user friendly experience and the quicker i can invest in my own farm the better. Im currently having an issue with one out of 25 nodes hanging for over three hours longer than the rest of the nodes and whilst support restarted the node i was only offered a refund if i cancelled the render "since youve already missed your deadline"
« Last Edit: 2019-04-09, 14:59:14 by jpjapers »

2019-04-10, 16:25:35
Reply #232

fellazb

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Im currently having an issue with one out of 25 nodes hanging for over three hours longer than the rest of the nodes and whilst support restarted the node i was only offered a refund if i cancelled the render "since youve already missed your deadline"

Had exactly the same issue. Never tried it again, it takes more time to upload without any issues and hope for a final render to be received then eventually render it out by myself. I believe I still have a great amount of renderpoints left but I don't dare to use them...

Let's hope Chaos Cloud will be around soon for Corona.

2019-04-12, 13:07:03
Reply #233

Jpjapers

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Im currently having an issue with one out of 25 nodes hanging for over three hours longer than the rest of the nodes and whilst support restarted the node i was only offered a refund if i cancelled the render "since youve already missed your deadline"

Had exactly the same issue. Never tried it again, it takes more time to upload without any issues and hope for a final render to be received then eventually render it out by myself. I believe I still have a great amount of renderpoints left but I don't dare to use them...

Let's hope Chaos Cloud will be around soon for Corona.

Well thankfully after some convincing i was refunded. But it just seems to me like there should be some progress monitoring available like autosaves at intervals. But they wont do this because it means people can see their render going wrong and then stop it before they can fleece you for credits.

2019-04-21, 17:01:07
Reply #234

killer000sp

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Hi, is here anyone else who noticed the decision of Rebus to put away option for setting job cost in ferminizer? Now there's only option to set pass limit. It's really disappointing thing for me. Rebus is not perfect - I have same problems as you guys but after searching for alternative I found almost nothing such user friendly or maybe I missed something... Also this option was crucial for me since I'm student/freelancer and I don't have so much money to spend on testing number of passes which suit for specific scenes.
I would be glad if someone could recommend some alternative to Rebus with user friendly UI and well-arranged Max plugin. I don't know if it was something special on Rebus but I would appreciate if cost setting was there. I don't have much time for research and mainly for research pricing policy of each render farm so I would like to know your suggestions.

One thing surprised me the most - I wrote to Rebus support asking why they put away that particular option and they replied that Corona licensing policy changed and is too expensive for them. Also they don't plan to bring back this option in future. I don't know what to think...
« Last Edit: 2019-04-21, 17:23:14 by killer000sp »

2019-05-01, 18:49:41
Reply #235

Incognitus0i0

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Only bad experience with this renderfarm - constant crashes on scenes, the newest ones are the best - "unexpected error". All they can say is to remerge scene to a new file and upload again. Did that 3 times and still get the same error. It's just absurd. Missed deadline for more than 3 weeks only because of those errors. I started to think that maybe my scene is really that messy, but then i tried another farm and... there it rendered without any errors. My advice - choose something else, if you value your clients and deadlines.

2019-05-02, 13:06:09
Reply #236

Luke

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fwiw - i've had much better success with garagefarm... and their support is top notch!

2019-05-03, 06:47:02
Reply #237

mh

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Do any of these renderfarms have a preview available for submitted jobs? Garagefarm looks good and they mention the ability to review frames, but it only seems to work for animations and I mainly do stills — ie ideally I would want to look at a progressing render to check it all looks ok, similar to jpjapers was saying earlier. I've been using rebus but have been having some bizarre errors lately very close to my deadlines which are so painful and stressful to deal with
---

2019-05-06, 01:12:27
Reply #238

Incognitus0i0

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From what i know, in garage farm the only way to get "previews" is to render your frame at 5 times smaller scene - i don't know any renderfarm that has ability to preview renderint in progress.

2019-05-31, 03:47:50
Reply #239

mh

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So I've been testing out garage farm for the last couple of days and I am really impressed! the customer support is great and most of my scenes render much cheaply than they used to do on rebus (mainly because they are cheaper, and also because they still have both noise and pass limits available — unlike rebus, which has either or for DR)

there are a few weird quirks that you have to get used to, but overall it's looking very promising. just my two cents in case of anyone wants to try them out as well
---

2019-06-07, 03:24:23
Reply #240

thunderbolt78

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i read a lot of preview´s .. do you want preview for a stillimage during the rendering ?

that mean´s ... you render maybe 100 passes and you want maybe a preview at 20 or 50 passes ?

kind regards sven
render4you renderfarm
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2019-06-11, 17:29:31
Reply #241

Jpjapers

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i read a lot of preview´s .. do you want preview for a stillimage during the rendering ?

that mean´s ... you render maybe 100 passes and you want maybe a preview at 20 or 50 passes ?

kind regards sven
render4you renderfarm

This would be useful. Or at least the ability to go at any time and grab a preview from an ongoing render.

2019-06-12, 00:34:31
Reply #242

mh

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yeah exactly, tbh it could be just a downscaled jpg after the first pass to make it easier - it's just to double check that all is looking as it should, and not having to wait for the full render in case there are any errors
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2019-06-12, 10:26:27
Reply #243

Jpjapers

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Im currently waiting on hearing back from Rebus support because the hundreds of images ive sent to render overnight have all come back as 8Bit compressed TIF files rather than the 16bit uncompressed files our render settings dictate. At this point i think its more useful to build my own farm.

2019-06-26, 14:45:14
Reply #244

Jpjapers

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Can someone explain why one node on a distributed render on rebus might take twice as long to finish as the rest of the nodes?
Surely they should all be about the same time and the only reason for it to be slower would be that their hardware is virtualised and the machine is running slow because of another workload. In which case i dont think i should be charged for more time.

I.E. one node took 90 mins, the other 160 mins on the same distributed render.

2019-07-02, 15:06:50
Reply #245

maru

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Can someone explain why one node on a distributed render on rebus might take twice as long to finish as the rest of the nodes?
Surely they should all be about the same time and the only reason for it to be slower would be that their hardware is virtualised and the machine is running slow because of another workload. In which case i dont think i should be charged for more time.

I.E. one node took 90 mins, the other 160 mins on the same distributed render.

We are happy to help with some render farm and 3rd party plugin issues, especially when they are officially listed as supported on our website, but this question really sounds like something that should be asked to Rebus directly. If you wish, I can contact them and CC you.

2019-07-02, 17:57:44
Reply #246

Jpjapers

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Can someone explain why one node on a distributed render on rebus might take twice as long to finish as the rest of the nodes?
Surely they should all be about the same time and the only reason for it to be slower would be that their hardware is virtualised and the machine is running slow because of another workload. In which case i dont think i should be charged for more time.

I.E. one node took 90 mins, the other 160 mins on the same distributed render.

We are happy to help with some render farm and 3rd party plugin issues, especially when they are officially listed as supported on our website, but this question really sounds like something that should be asked to Rebus directly. If you wish, I can contact them and CC you.

Hey Maru,

Well ive asked them multiple times and they always skirt around the issue or give me a bullshit answer like "Some scenes can take longer than others" but if that was the case surely all the nodes should take a similar time and not over an hour longer than another node of the same spec. They also say they dont use any virtualised hardware so it doesnt really make sense to me. I just wondered if anyone had some experience on rebus as to why this might happen.

2019-07-11, 09:21:53
Reply #247

mh

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as far as I know they have at least three different render node setups, so some of them will render slower, and they also differ in terms of the RAM available

also different buckets/parts will obviously take different amounts of time depending on what is in the individual buffers and it's complexity, ie an extreme example would one node rendering just sky but other a full car with motion blur; the difference will be 100x. a node taking twice the amount of time than others is somewhat within range unfortunately, if it was more I'd perhaps be concerned
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2019-07-11, 09:26:32
Reply #248

mh

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I remember seeing a better info on their website that had actual numbers on how many nodes and types they have each, but alas can't find it now — though you can see some types here https://us.rebusfarm.net/en/buy/unlimited-render-rental

I am not sure how their distribution works but I assume it's pretty random and/or based on priority, so sometimes you might get lucky and have everything rendered on fast nodes, sometimes not so much

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2019-07-11, 11:50:52
Reply #249

Jpjapers

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See this is the thing, Ive never had an issue on our local farm where one node takes literally an hour longer to render the same number of passes.
Only seems to happen on rebus.  Its like charging your clients more for rendering time because your own rendering setup isnt configured correctly.

2019-07-12, 02:09:34
Reply #250

mh

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yeah I've had the same issue with garage farm just now for example - 4 strips render, and the render times were:
1: 41min
2: 51min
3: 72min
4: 75min

I don't know if these are different nodes but there definitely is varying difficulty throughout the image (ie the top is pretty easy, middle is hard)
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2019-07-17, 21:41:38
Reply #251

Jpjapers

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Had another issue today that was laughable. Ive been working on a project for a few months and rendering from the same file for the last few weeks. Nothing has been added or taken away just camera angle changes. I sent my third job of the evening to rebus. It exported fine. first problem, rebus drop wouldnt upload it. After an hour i managed to get it to upload. Then it rendered seemingly fine. It wouldnt download. i contacted support. They told me it had thrown errors and i had to 'disable gpu accellerators'. Im using corona 3 with no gpu accellerators.

They then told me that my file has 'mental ray cuda features'./ I told them theyre wrong and that ive been using the same file for weeks without an issue.
Their response was to merge into a new file and re-render and didnt offer any reasonable explanation for the failed render. I rseubmitted the exact same file and it worked. Honestly ive never seen such incompetence at scene diagnostics. The so called smart-checker picks up absolutely nothing before you send it and it looks like the error logs on rebus itself are useless too. I also cant figure out why theres even a download button on the site for your jobs when you cant download it from the site and are forced to use rebus drop.

The sooner i can buy myself a thicc AF threadripper 2990WX the better.
« Last Edit: 2019-07-19, 11:53:30 by Jpjapers »

2019-07-18, 17:44:15
Reply #252

lupaz

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Look forward to Corona Cloud.

2019-07-19, 11:54:06
Reply #253

Jpjapers

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Look forward to Corona Cloud.

Is that a thing thats happening?

2019-07-19, 15:41:37
Reply #254

maru

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2019-07-19, 15:57:35
Reply #255

Jpjapers

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Look forward to Corona Cloud.

Is that a thing thats happening?

It is called "Chaos Cloud" instead of "V-Ray Cloud" for a reason. ;)

wonderful :) Genuinely cannot wait to finally use a farm that gives you image previews and is sort of end to end really slick and simple.
« Last Edit: 2019-07-19, 16:02:17 by Jpjapers »

2019-07-23, 09:39:27
Reply #256

maru

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I discussed some of the issues mentioned here with Rebus support. Here are the results:

CXR with LightMix and denoising:
According to Rebus team tests and our past tests, everything is working correctly, provided that the scene is set up correctly (e.g. that the LightMix and LightSelect elements are present).
If you have some specific problems with this, which you are able to reproduce, please describe them well and send a report to us (https://coronarenderer.freshdesk.com/support/tickets/new) and we will look into it.

General issues with the smart checker:
Rebus are working on a new version of the smart checker. The beta release will be available soon. It will be easier to use and will give better information.

Single farm node rendering loner than other nodes:
In the following cases this is expected:
1) Full-frame rendering an animation, where one frame is more complex than other frames.
2) Distributed rendering in regions/sections, where one region is more complex than other regions.
If it happens in any other case (e.g. if the animation frames or regions are similar), you should contact Rebus about a refund.

Progress preview or reporting:
This is not possible at the moment, but Rebus are aware of the need for this.

Other issues (crashes, black screen rendered,...):
Please always report such issues to Rebus support (info@rebusfarm.net) and they will get in touch with us.

2019-08-02, 00:04:14
Reply #257

Jpjapers

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Ill hold my hands up right now and say the new rebus tools are alot better than the v2 and the site appears to offer a preview but im not sure as i havent tested it on a live project yet.
It now has its own tab on the graphite toolbar with various tools for frame cost estimates based on your system spec or cinebench, It has away to apparently send frames to the farm for the purpose of a cost estimation too. Looks like theres some other cool stuff too like notifications and you can see youre renderpoints in max which is handy.

The new look site looks pretty cool too. Hopefully the scene checker is better as i had some issues today with normal maps.
« Last Edit: 2019-08-02, 00:11:53 by Jpjapers »

2019-08-17, 09:56:53
Reply #258

urgymega

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It would be great to have save to EXR option. Why it is not supported yet? Will it be?

2019-08-19, 10:22:54
Reply #259

Jpjapers

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It would be great to have save to EXR option. Why it is not supported yet? Will it be?

You can save to CXR than save out an EXR from CIE i think?

2019-08-19, 13:16:29
Reply #260

TomG

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You can also just rename .CXR to .EXR and it will load just fine as an EXR (it is an EXR, just with some extra data :) )