Tripping - Ch3 - Sh1

Tripping - Ch3 - Sh1

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Jim is curious about looking over the balcony and makes his way towards it.
Jim makes his way towards balcony. I increased the samples to 800 since the previous session looked a bit odd. This scene should look much better.

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hszburp

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Message 11875 - Posted: 7 Jun 2013, 18:41:40 UTC

I think something is wrong with this project. Yesterday evening there was about 2h30m to do (and already ca. 10h work done), but this morning it was still "crunching". Still I let it work all day today, but when I got back home it was still "running". The quotation marks are because the processor usage was 0%. I've aborted them and got another 4. They are already at 0% cpu usage after 30 minutes.
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Message 11876 - Posted: 8 Jun 2013, 10:53:40 UTC

80 hours WU!!!


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Message 11877 - Posted: 9 Jun 2013, 0:05:19 UTC

I'm at 18 hours on a workunit and now I'll abort it - I need to turn my computer off, and the gentleman below me have experienced a 80 hour WU, I have no desire to do the same.
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Message 11881 - Posted: 9 Jun 2013, 21:28:46 UTC - in response to Message 11877.  
Last modified: 9 Jun 2013, 21:31:23 UTC

http://burp.renderfarming.net/workunit.php?wuid=1832421
97.31 credits for 164,211.60 sec @ i5-3570K@4.0GHz ???
Looks like you are very greedy... )

FYA: http://burp.renderfarming.net/workunit.php?wuid=1830058
1,161.24 credits for 138,945.41 sec @ the same CPU
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Message 11882 - Posted: 10 Jun 2013, 3:46:35 UTC
Last modified: 10 Jun 2013, 3:53:58 UTC

This is indeed the greatest failure of the CreditNew-system I discovered in all those years. Giving such low credits for such a long render time is really a record.
I don't know why but it looks like all this "Tripping"-sessions bring it to it's limit.
It probably has something to do with that there is a quorum of 1 with a replication of 1. This is rather unusual, I cannot remember sessions with these settings.
I'm wondering anyway why these WUs are taking so long. Looking at some result images it doesn't look as if there is blur used here. Maybe it's the sleet effect that takes so long to render.
Anyway, people, don't worry - look ahead for PayDay, you will all get credit for it afterwards.
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Message 11885 - Posted: 10 Jun 2013, 16:15:32 UTC - in response to Message 11882.  
Last modified: 10 Jun 2013, 16:42:30 UTC

Anyway, people, don't worry - look ahead for PayDay, you will all get credit for it afterwards.

No-no-no!!!
I need only 10'000 - 10'099 credits at all and no more additional surprise credits! :)
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Message 11887 - Posted: 11 Jun 2013, 3:04:36 UTC - in response to Message 11885.  
Last modified: 11 Jun 2013, 3:07:12 UTC

Sorry guys for the long render times. I'm not sure about the credit system works or how to give more credits.

The main reason the renders are taking so long is that Cycles takes a very long time to properly render interior scenes. There is way too much noise with low samples even with faked lighting. I've followed Andrew Price's tips on how to speed up interior rendering with Cycles, but still it's quite long. I have only 3 more sessions that contain interior rendering and the rest should be quite simple to render.

Also, on my machine it takes 1.5 hours to render a frame using GPU. With CPU, it takes about 3 hours using 8 threads. When I submitted this session, I set the threads to 1, which probably explains the VERY long render times as there are about 40 tiles per frame. Does the farm support multi-threading? I was not able to find this in the forums.

I'll try my best to optimise the scene as much as I can but it's such a pain with Cycles. Once again, sorry guys for the inconvenience..
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Message 11888 - Posted: 11 Jun 2013, 5:41:13 UTC - in response to Message 11887.  
Last modified: 11 Jun 2013, 5:41:20 UTC

Sorry guys for the long render times. I'm not sure about the credit system works or how to give more credits.

No worries, if someone needs to feel sorry it has to be David Anderson - he's the one responsible for the CreditNew system. ;-)

The main reason the renders are taking so long is that Cycles takes a very long time to properly render interior scenes.

Ah, it uses Cycles, so that is why.
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Message 11892 - Posted: 16 Jun 2013, 18:33:00 UTC - in response to Message 11887.  
Last modified: 16 Jun 2013, 18:34:51 UTC

Does the farm support multi-threading? I was not able to find this in the forums.

Both GPU rendering and multi-threading is disabled for the current set of render clients. We experimented a bit with the latter for the Sunflower clients but the results were mixed.

You may, however, opt to use splitframe rendering with Cycles as long as you do any postprocessing effects outside the farm afterwards (they cannot be done on-farm because each client will then only have a small part of a frame to work with).
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Message 11893 - Posted: 17 Jun 2013, 6:33:35 UTC - in response to Message 11892.  
Last modified: 17 Jun 2013, 6:34:35 UTC

Both GPU rendering and multi-threading is disabled for the current set of render clients. We experimented a bit with the latter for the Sunflower clients but the results were mixed.

Blender is GPU-capable now? Wow, I'm impressed. What is wrong with it that it is disabled at the moment?
Same question goes to Blender-MT. On Renderfarm.fi it was used until the site crashed last year. It didn't look as if there were something wrong with that...
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Message 11896 - Posted: 18 Jun 2013, 18:04:33 UTC - in response to Message 11893.  
Last modified: 18 Jun 2013, 18:07:35 UTC

What is wrong with it that it is disabled at the moment?

GPU support hasn't yet settled fully. The cycles people started out with a CUDA2+OpenCL plan but it seems getting OpenCL to work is proving difficult so that was dumped again. Last time I checked there was still a few issues with stability but they have come a long way already. Cycles is progressing nicely.

Same question goes to Blender-MT. On Renderfarm.fi it was used until the site crashed last year. It didn't look as if there were something wrong with that...

...and it is used in the Sunflower clients too.
The issue at hand is that so far not all of the computations that Blender (both BI and Cycles) makes are fully multi-threaded. There's a startup-phase and a shutdown-phase that are typically single-threaded and for some sessions they form a major part of the workunit and this is unlikely to disappear entirely.
On the other hand a multithreaded workunit has the benefit that it has more memory available to it because it doesn't have to run 8 (or similar) instances simultaneously to fill a CPU.
Quite likely we will see a client that does something in between fully multithreaded workunits and single-threaded workunits - in order to get the full advantage of both worlds.
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Message 11897 - Posted: 19 Jun 2013, 5:55:22 UTC

Speaking of Renderfarm.fi, does anyone know what the f is going on over there? It took them so long to get things back online, and now they're pretty half-assed. There is rendering going on, but no forum input for some months, and very little functionality on the website. They have me rather perturbed at the moment.
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Message 11904 - Posted: 20 Jun 2013, 12:48:34 UTC - in response to Message 11897.  
Last modified: 20 Jun 2013, 12:50:08 UTC

I'm also very unhappy about Renderfarm.fi. I hope it isn't another render project that is going to die. First Nicolas' Renderfarm, then LuxRender, now this. At least BURP is still here. ;-)

There is rendering going on
Yup, got some WUs by accident yesterday, but they can't upload since then. :-\
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Message 11909 - Posted: 24 Jun 2013, 6:46:30 UTC

While the user-submitted sessions have been pretty sparse as of late, at least there's still support for the project from its founders... Things are not looking good over at Renderfarm.fi in that respect.

Your upload difficulties might have been related to the power outage.
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Message 11910 - Posted: 25 Jun 2013, 14:59:18 UTC - in response to Message 11909.  

Your upload difficulties might have been related to the power outage.

Yep, but now they're up again and the WUs are reported.
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Message 11925 - Posted: 13 Jul 2013, 15:30:26 UTC

Hi. Have a look at http://burp.renderfarming.net/workunit.php?wuid=1831492 . There are one validated result and one (my) marked as invalid. By what criteria is result validated? As I have thought, boinc validate result against results from other clients. When there are two same result, than booth are marked as valid and all different results are marked as invalid. I think that this state (only one valid result) is weird. Also I think that here are some problem in different results between win7 and linux client. I do not know why my hard working pc have generated bad result :-(
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Message 11928 - Posted: 14 Jul 2013, 1:43:20 UTC - in response to Message 11925.  

As I'm not an expert on the backend/verification process I can't say exactly what goes on, but with a project like this there needs to be consensus that the output is correct before it's stitched into a rendered animation/still. You could see that in some of the older sessions, where one frame or part of a frame would be visibly different (color, contrast, etc) from the rest.

Also I think that here are some problem in different results between win7 and linux client.


That's why the Sunflower sessions are set to run either on Linux or Windows, but not both... I thought that was fixed for the "regular" user-submitted sessions, however.
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Message 11930 - Posted: 14 Jul 2013, 9:33:29 UTC - in response to Message 11928.  

Currently:
- Cycles sessions are experimental and run with only the basic verification system. An entirely new kind of validator is needed for the grainy kind of images that this renderer returns. Until this validator is around we just render some tests for the fun of it and to get a feel for how it works.
- Blender Internal sessions are run with the full suite of validators and usually start at 2 or 3 and then add one workunit instance in case the first ones don't agree.
- Sunflower mixes everything a bit, sometimes doing one thing then changing midways etc.

This session is a cycles session.
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