10 hour frames - can I pause it to do something?

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Lance Flavell

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Message 5877 - Posted: 24 May 2007, 10:48:52 UTC

I like the volunteer community renderfarm idea, but when I get a stack load of frames that take 10 hours at a time, I\'d like the ability to suspend them immediately on the occasion where I want to quickly grab my CPU back for a quick task. The \"suspend\" button only appears to be good for holding off future frames, not halting the current render because it doesn\'t give any CPU back.

...I\'m assuming this is not possible because of the blender backend?
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Durand

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Message 5878 - Posted: 24 May 2007, 16:23:42 UTC

i guess, you could just kill the blender process manually...does this work?
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Profile Thamir

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Message 5881 - Posted: 24 May 2007, 17:06:18 UTC - in response to Message 5877.  



...I\'m assuming this is not possible because of the blender backend?


Yes, blender internal render by design does not have any pause feature.

Yafray, on the other hand, does. By a little cheating under windows. Pressing the pause key on the keyboard in dos window will pause the render and can be resumed by enter. I haven\'t tried this with Linux.
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Profile Janus
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Message 5882 - Posted: 24 May 2007, 19:48:02 UTC

If you set your Boinc client to \"Keep applications in memory while suspended\" you should be able to temporarily pause any workunits you get.

Some of the current workunits are very large.
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Durand

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Message 5891 - Posted: 25 May 2007, 10:02:20 UTC - in response to Message 5882.  

Oh yeah and don\'t listen to what i said above, it gives a computational error ><
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Profile AndyK
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Message 5894 - Posted: 25 May 2007, 12:11:53 UTC - in response to Message 5877.  

...
I\'d like the ability to suspend them immediately on the occasion where I want to quickly grab my CPU back for a quick task.
...


Err...?
Just do your quick task with boinc/blender in the background!

It is designed to work in the background and to use only the cpu when it has nothing else to do.
So when computing something else, like encoding a video, playing a game or sth. else they will get as much cpu power they demand.

AndyK
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Message 5898 - Posted: 26 May 2007, 0:17:50 UTC
Last modified: 26 May 2007, 0:26:30 UTC

I generally pause BOINC while playing a game, as the scaling of CPU usage by BOINC causes lag. But, for everything else it stays crunching as it\'s hardly noticeable then.
Click here to see My Detailed BOINC Stats
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HOD
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Message 5906 - Posted: 27 May 2007, 12:46:49 UTC - in response to Message 5898.  


hello

sorry for my english.
the biggest problem i have, is when my pc need a reboot. 70% on a burp unit...
i reboot... and boinc is just crunching from 0%...
can this be fixed, or is it a \"feature\" from blender?

sorry again =)

hod
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Professor Desty Nova
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Message 5912 - Posted: 28 May 2007, 6:46:10 UTC - in response to Message 5906.  
Last modified: 28 May 2007, 6:48:54 UTC


hello

sorry for my english.
the biggest problem i have, is when my pc need a reboot. 70% on a burp unit...
i reboot... and boinc is just crunching from 0%...
can this be fixed, or is it a \"feature\" from blender?

sorry again =)

hod


Right now BURP doesn\'t checkpoint, so if you restart BOINC, reboot computer, etc., the BURP WU start from the beginning.

PS: Janus, this problem isn\'t in the \"known problems\". Is it almost fixed?


Professor Desty Nova
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indigomonkey

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Message 5913 - Posted: 28 May 2007, 8:52:55 UTC

Hibernating instead of turning off solves this (certainly as a temporary measure).
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Message 5935 - Posted: 31 May 2007, 9:04:11 UTC - in response to Message 5912.  
Last modified: 31 May 2007, 9:07:08 UTC

the biggest problem i have, is when my pc need a reboot. 70% on a burp unit...i reboot... and boinc is just crunching from 0%...
can this be fixed, or is it a \"feature\" from blender?

You should try suggesting to the Blender devs that they add checkpointing to their rendering engine. With the new tile renderer I don\'t think it would be that much work really (something like a 1 month coding project) - especially seeing that Blender already sends each completed tile to the display while rendering inside blender.
Currently when we split in 64 parts on a 800x600 image each part contains about 5 tiles (on larger images or images with motionblur this would be a larger number). Then when powering down it could go back to the last fully rendered tile and start from there.

this problem isn\'t in the \"known problems\". Is it almost fixed?

Well, they changed their renderpipeline from something that couldn\'t really support checkpointing that well to something that should theoretically be able to checkpoint quite easily. It isn\'t \"almost fixed\" but it\'s quite certainly moving in the right direction.
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Mikie Tim T

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Message 6150 - Posted: 20 Jun 2007, 15:46:15 UTC

I went to the Blender website, registered, and requested this feature. I\'m sure there are others that use the software directly that would also benefit, especially those who run it on laptops, which more frequently shut down or hibernate on a moments notice. I hope that I posted to the proper place for feature requests.

http://www.blender.org/forum/viewtopic.php?t=11137

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baracutio
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Message 6154 - Posted: 20 Jun 2007, 17:44:34 UTC
Last modified: 20 Jun 2007, 17:46:47 UTC

about long wu\'s

janus, would it be possible to split frames in more parts than 64? i think 256 or 512 are sometimes better.
so the max. cpu time would decrease to maybe 2 hours and checkpointing is \"not really\" needed.

what do you think about that?



greets from murnau, germany
baracutio
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Message 6158 - Posted: 20 Jun 2007, 22:08:06 UTC - in response to Message 6154.  
Last modified: 20 Jun 2007, 22:12:36 UTC

Well yes, I\'ve been looking into 128 parts/frame and what effect that would have on overhead vs. computation. So far it seems nothing indicates a problem except it is quite difficult to know when to use 128 parts.

@Mikie Tim T: Nice, hopefully they will have time too look into adding that feature.
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baracutio
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Message 6163 - Posted: 21 Jun 2007, 10:38:14 UTC - in response to Message 6158.  
Last modified: 21 Jun 2007, 10:39:05 UTC

Well yes, I\'ve been looking into 128 parts/frame and what effect that would have on overhead vs. computation. So far it seems nothing indicates a problem except it is quite difficult to know when to use 128 parts.


Hm, maybe we can render sessions in steps? Lets say first step is rendering the half of the session @ 64 parts per frame and second step is rendering rest of session with more/less parts per frame???

Other way could be rendering only 1 or 2 frames of the session and then adjusting the parts per frame for the whole session and release it for public crunching...



sers
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Message boards : Number crunching : 10 hour frames - can I pause it to do something?