Single frame job_compiler #104188
Labels
No Label
Good First Issue
Priority
High
Priority
Low
Priority
Normal
Status
Archived
Status
Confirmed
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Job Type
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No Assignees
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: studio/flamenco#104188
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Hi, I'd like to ask if you'd consider adding a job_compiler for distributing single-frame renders.
To me this sounds like it is still a pretty general use case that many users could potentially find useful. I know of at least one project that has managed to successfully do this, BlendNet.
The job would (probably) work something like this:
I'm not sure how compositing or denoising would fit into this tho. I guess it should be skipped on the render tasks and only done on the final merged image.
Thanks for your contribution! I don't have time to look into this right now, but do know that your PR is much appreciated. Hopefully I'll have some more time soon.
Hi, thank you for your response. No worries, I totally understand.
I'm still testing things out and ironing out some issues. Today I found that the chunking is not exactly correct. I'll mark remove the WIP when I think it's ready for review.
I just had a talk with Sergey, and apparently with Cycles' adaptive sampling it's no longer feasible to do sample-based splitting. Tile-based splitting could work, if a large enough overscan is used (16-32 pixels should do it, but better to investigate properly before settling on a value). Each tile should be rendered to multilayer EXR, then merged, and then denoised. This work would have to be done in collaboration with Cycles developers, though, as not everything that's necessary for the denoising is actually written to multilayer EXR at the moment (for example some shadow catcher data).