Objects and camera binds sometimes not syncing correctly in animation render (Eevee) #63304

Closed
opened 2019-04-05 11:55:07 +02:00 by Tom Wilson · 8 comments

System Information
Operating system: Windows 10
Graphics card: Nvidia GeForce GTX 760

Blender Version
Broken: blender-2.80.0-git.03bd024c077d-windows64

Short description of error
In a scene with many cuts (switching cameras with markers), I've noticed that these cuts are coming a frame too late/early.
It is very noticable in a scene I've been working on recently where lighting changes with each shot.
I usually render via the command line with the --background flag, I tried rendering the same frame (where it wasn't cutting) a few times and it rendered with the same problem, I tred with the blender gui and it finally rendered on the second attempt.
In a single scene with 10 cuts, 5 of these cuts were 1 frame out of sync. On re-attempting most of these frames, they rendered correctly.
So it appears the exact same frame renders differently on different attempts, seemingly at random, without making any alterations to the file.

I also experienced a similar thing with an image sequence offset keyframe, it was incremented and it took 4 or 5 frames until the image updated, not 100% positive about this though, it might have been my error.

It's very odd, haven't experienced this issue in 2.8 until this recent build but then I haven't been doing much rendering recently.

I would provide a demo file, but any attempt to recreate it in another file/reduced version has been unsuccessful.

**System Information** Operating system: Windows 10 Graphics card: Nvidia GeForce GTX 760 **Blender Version** Broken: blender-2.80.0-git.03bd024c077d-windows64 **Short description of error** In a scene with many cuts (switching cameras with markers), I've noticed that these cuts are coming a frame too late/early. It is very noticable in a scene I've been working on recently where lighting changes with each shot. I usually render via the command line with the --background flag, I tried rendering the same frame (where it wasn't cutting) a few times and it rendered with the same problem, I tred with the blender gui and it finally rendered on the second attempt. In a single scene with 10 cuts, 5 of these cuts were 1 frame out of sync. On re-attempting most of these frames, they rendered correctly. So it appears the exact same frame renders differently on different attempts, seemingly at random, **without making any alterations to the file.** I also experienced a similar thing with an image sequence offset keyframe, it was incremented and it took 4 or 5 frames until the image updated, not 100% positive about this though, it might have been my error. It's very odd, haven't experienced this issue in 2.8 until this recent build but then I haven't been doing much rendering recently. I would provide a demo file, but any attempt to recreate it in another file/reduced version has been unsuccessful.
Author

Added subscriber: @hedgehog90-3

Added subscriber: @hedgehog90-3

Added subscriber: @WilliamReynish

Added subscriber: @WilliamReynish

Can you make a demo file that shows this issue? Would make it easier to reproduce and debug.

Thanks

Can you make a demo file that shows this issue? Would make it easier to reproduce and debug. Thanks
Author

Not without uploading a large blend file with about 10 minutes of animation I'm afraid.
I tried recreating it in a simplified file but it rendered correctly every time.

Not without uploading a large blend file with about 10 minutes of animation I'm afraid. I tried recreating it in a simplified file but it rendered correctly every time.
Author

I'm getting this problem a ton recently and it's very annoying.

The only thing I can think is the camera markers / keyframes may be going ever so slightly off, if the constant interpolated keyframe or the camera bind marker is at position 100.0001, and the playhead is at 100 exactly, it is my understanding that it will not take this keyframe/marker into account when rendering frame 100.

I'll note that I'm usually using the sequencer for rendering animation, where the sequences are often offset by an integer, but never stretched or altered in any way.

What's odd is how I can render the same file and frame in background mode and I'll get an incorrect render, but if I open it in gui mode and hit render within exactly the same context then it renders correctly.
I believe I've had a couple incidents where it's incorrectly rendered in GUI mode, but I cannot be 100% certain that I was maybe at fault in those cases.

I'm getting this problem a ton recently and it's very annoying. The only thing I can think is the camera markers / keyframes may be going ever so slightly off, if the constant interpolated keyframe or the camera bind marker is at position 100.0001, and the playhead is at 100 exactly, it is my understanding that it will not take this keyframe/marker into account when rendering frame 100. I'll note that I'm usually using the sequencer for rendering animation, where the sequences are often offset by an integer, but never stretched or altered in any way. What's odd is how I can render the same file and frame in background mode and I'll get an incorrect render, but if I open it in gui mode and hit render within exactly the same context then it renders correctly. I believe I've had a couple incidents where it's incorrectly rendered in GUI mode, but I cannot be 100% certain that I was maybe at fault in those cases.
Author

sonic-stripped3.blend1

Not sure what good it'll be to upload the problematic file, anyway I've reduced it to its core elements but not sure if the issue will reproduce itself for others.
It's very long, and the only way to test it is to render lots of it from the 'editing' scene (which refers to the 'home' scene with a scene strip).

I'll restate the issue as I understand it - when an animation renders, although it correctly syncs all objects with the current frame, there's seemingly a 50% chance that the camera bind is lagging by one frame, so any sudden cuts where the lighting also changes instantly are very noticable. IOW the camera bind will happen a frame late.

I'll also note that I always render my animations with the video editor using scene strips, so I can divide my 'scene' into 'sub-scenes' (my term), with different increments, so if I decide to extend a sub-scene I can do so without messing up the numbering of sub-scenes that follow.

I'll also note, although it shouldn't make any difference, that I usually render in background mode within a command prompt, which seems to make the problem worse, ie, more than 50% of camera binds are lagging.

Rendering the problematic frames singularly however always seems to work, and the camera bind is in sync with the rest of the animation.

I'm convinced the problem is something like a rounding error that only happens with long animation jobs. What makes it so difficult to debug is the random nature of it.
e.g. If there's a camera bind from camera.001 to camera.002 at frame 347, sometimes frame0347.png will render with camera.001, sometimes it'll render with camera.002. No rhyme or reason. It's just random.
It's very frustrating because I use so many camera binds in my animations, I have to go through my rendered image sequences and check each cut, delete the problematic frames (usually around half of them) and re-render.

There is undoubtedly a bug here and I'd really appreciate it if someone could look into it.
Apologies I couldn't produce a better example file, but like I said, the testing involves rendering some frames before the camera bind. From my experience, it would seem the more frames already rendered, the more likely the issue will occur.

[sonic-stripped3.blend1](https://archive.blender.org/developer/F6956516/sonic-stripped3.blend1) Not sure what good it'll be to upload the problematic file, anyway I've reduced it to its core elements but not sure if the issue will reproduce itself for others. It's very long, and the only way to test it is to render lots of it from the 'editing' scene (which refers to the 'home' scene with a scene strip). I'll restate the issue as I understand it - when an animation renders, although it correctly syncs all objects with the current frame, there's seemingly a 50% chance that the camera bind is lagging by one frame, so any sudden cuts where the lighting also changes instantly are very noticable. IOW the camera bind will happen a frame late. I'll also note that I always render my animations with the video editor using scene strips, so I can divide my 'scene' into 'sub-scenes' (my term), with different increments, so if I decide to extend a sub-scene I can do so without messing up the numbering of sub-scenes that follow. I'll also note, although it shouldn't make any difference, that I usually render in background mode within a command prompt, which seems to make the problem worse, ie, more than 50% of camera binds are lagging. Rendering the problematic frames singularly however always seems to work, and the camera bind is in sync with the rest of the animation. I'm convinced the problem is something like a rounding error that only happens with long animation jobs. What makes it so difficult to debug is the random nature of it. e.g. If there's a camera bind from camera.001 to camera.002 at frame 347, sometimes frame0347.png will render with camera.001, sometimes it'll render with camera.002. No rhyme or reason. It's just random. It's very frustrating because I use so many camera binds in my animations, I have to go through my rendered image sequences and check each cut, delete the problematic frames (usually around half of them) and re-render. There is undoubtedly a bug here and I'd really appreciate it if someone could look into it. Apologies I couldn't produce a better example file, but like I said, the testing involves rendering some frames before the camera bind. From my experience, it would seem the more frames already rendered, the more likely the issue will occur.
Author

Surprised no-one has given any attention to this bug report.
This is a serious problem with the renderer.
I've had to spend many hours going through each frame of my animation looking for bad cuts since discovering this bug.
Please look into it.

Surprised no-one has given any attention to this bug report. This is a serious problem with the renderer. I've had to spend many hours going through each frame of my animation looking for bad cuts since discovering this bug. Please look into it.

Closed as duplicate of #63815

Closed as duplicate of #63815
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#63304
No description provided.