Sunflower A.08.09.2.L (slow)

Sunflower A.08.09.2.L (slow)

Description

Re-render of 08_09 with different nodes
The first render of 08_09 was found to have a wrong timing setting for the slow colour fade from sad colours to more happy colours. This time the fade has been fixed so that it correctly fades over the entire scene length.

The rabbit is testing the strength of a vine.

This is the left eye view of the stereo video. The right eye is rendered in Session 1491.

This session is particularly CPU heavy.

Big Buck Bunny is copyright 2008, Blender Foundation / www.bigbuckbunny.org available under CC-by v3

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Speedy

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Message 11398 - Posted: 19 Jun 2012, 23:59:47 UTC
Last modified: 20 Jun 2012, 0:02:54 UTC

Janus are you aware this session tasks have 18 hour deadlines? To me for a session marked as (slow) a 18 hour deadline with a estimated completion time of 26 hr 14 mins after 30 mins Elapsed time on a 980X CPU at 3.43GHz seem a bit tight to me
Have a crunching good day
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tuankiet65

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Message 11399 - Posted: 20 Jun 2012, 4:47:43 UTC

are you crazy??. the deadline is only 18 hour and my cpu take about 18-20 hours.

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Message 11400 - Posted: 20 Jun 2012, 12:11:54 UTC
Last modified: 20 Jun 2012, 12:12:28 UTC

Well, don't worry about the deadlines, people, you will get credit anyway. Only problem we probably will get will be a mass of additional WUs that will go out because of the exceeded deadlines.
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Message 11401 - Posted: 20 Jun 2012, 15:49:56 UTC
Last modified: 20 Jun 2012, 15:51:06 UTC

That was certainly not the intention. New workunits for this session will have the correct soft deadlines.

As DoctorNow says, these deadlines are used for the server to decide when to send out additional workunit instances. Currently you have have to exceed the deadline by more than 1 year to not get any credit. BURP is a little special in that regard - other projects are much more strict about their deadlines.

Thanks for the heads-up!
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Message 11402 - Posted: 24 Jun 2012, 10:59:46 UTC

yeah DoctorNow say true. the workunit come with the crazy deadline. i can do it on time but it will affect the another wu from diffirent project
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Message 11416 - Posted: 12 Jul 2012, 13:16:39 UTC - in response to Message 11400.  

Just out of interest,

I remember a few years ago we had some long work units with very short deadlines set deliberately as a way of boosting the priority of the tasks.
Is that tactic still necessary or has BURP/BOINC evolved to automatically give the tasks a priority that you require?
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Message 11418 - Posted: 14 Jul 2012, 10:33:07 UTC - in response to Message 11416.  

In this session, all tasks credit are fix at 203.63
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Message 11419 - Posted: 14 Jul 2012, 12:07:14 UTC
Last modified: 14 Jul 2012, 12:08:23 UTC

Not all, for example I got a WU which was credited correctly.
Don't know anymore how this credit bug occurs, I think Janus said somewhere that something does cause this limit.
But I'm sure he will correct that later. ;)
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Message 11451 - Posted: 18 Aug 2012, 2:59:05 UTC - in response to Message 11419.  
Last modified: 18 Aug 2012, 3:00:51 UTC

Blender crashed on frame 104 (rep7) aftert about 16 hours (typically S1490 units have taken 20 hours on this machine).

The first time it happened BURP started over. The second time the work unit ended in error.

I am not sure what is different about this frame to the others that I have successfully rendered but since the crash happened twice at the same point I assume it is a bug in Blender.
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Message 11459 - Posted: 3 Sep 2012, 12:27:46 UTC

Re-render of 08_09 with different nodes

The first render of 08_09 was found to have a wrong timing setting for the slow colour fade from sad colours to more happy colours. This time the fade has been fixed so that it correctly fades over the entire scene length.



I dont want to be a wiseass, but wouldn't it be easyier to animate color grading in postwork, instead of rendering the shot all over again?
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Message 11461 - Posted: 4 Sep 2012, 15:37:26 UTC - in response to Message 11459.  

Probably, given that enough time was spent on it. The thing is that the output from this project will most likely end up as a kind of reference work, which means that not only must things look right they must also be done the right way - and be easily reproducible. This "no hacks" mentallity unfortunately means that some sessions have to go through rendering twice when subtle errors are discovered very late in the process. Luckily most bugs have so far been found and fixed even before the sessions hit the farm.
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