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#1 2015-11-12 10:47:30

Registered: 2014-07-29
Posts: 127

Web Manager FAQ

1. After submitting a scene to rendering, 3 jobs appeared

There are many modes to choose from when you submit your scene. Some of them include extra render jobs that, for example, precalculate the GI solution before rendering the RGB pass (often referred to as "GI BAKING"). That whole process is needed when you have the GI system that would produce uneven lighting throughout the whole range if not baked prior to rendering beauty passes.
When you choose to use one of the baking modes you will see at least 2 render jobs for one scene ("RF" would mark the RGB pass rendering, the "BF" would mark the baking).
You can also render a still shot using "STRIPS" mode - in that case, you can bake and split the single frame to be rendered by more than 1 node. That would mean each node renders a different part of the shot, and that 3 render jobs are added - the bake job, the render job, and the strip merger job (will be marked as "M").

2. Scene has been added to queue but it's not rendering

Sometimes our farm is full and there are no free nodes to render with. It means that your scenes needs to wait until some other projects are finished rendering. Waiting for free nodes can take from a few minutes to a few hours - it depends on the given farm traffic.
Please keep in mind that the time of waiting in a queue can increase on medium and low level of priority as jobs on higher levels of priority can be added to the queue at any time.

High level of priority will not warranty you that it will start rendering just right after adding scene into queue. When there are more jobs on the same level of priority then a very simply rule is working - first come first served, but you can be sure that when time for your job will come then nothing will stop your project to be done.

You can always check how many jobs are rendering ahead of your project in Web Manager as well as you can contact us to ask about the overall situation on the farm.

3. Rendering has been stuck for a long time

When you choose to render a scene, for instance, on medium or low priority and receive a number of nodes for your job, by nature those nodes won't be reserved for this scene until it is done. If another user adds a scene to the queue on higher priority than yours, it is possible that he or she will get the nodes which were rendering your project initially. It means that the rendering process of your scene can be put on hold until the jobs on higher priorities are done.

4. How to avoid getting my job paused?

There's a scenario where your job can be put on hold when you are on low or medium priority while the farm is really heavily occupied. If you don't want to wait too long or you need to have an assurance that the waiting time in queue won't increase, then you should consider going for high priority.

High priority itself does not guarantee that your job will start rendering right after adding it into queue though. When there are more jobs on the same priority, then we apply a simple rule - first come, first served. In that case, you can rest assured that when the time for your job in the queue comes, nothing will get in the way of rendering it.

5. Why my job doesn't get more nodes?

There is a node cap for jobs on each priority:

  • High priority = Maximum 60 nodes for each job

  • Medium priority = Maximum 40 nodes for each job

  • Low priority = Maximum 20 nodes for each job

If you have a really long sequence to render, then you can try to split it into shorter sequences and add them as separate jobs to speed up the process. Please keep in mind though that this kind of operation can have a bad affect on the final composition so before splitting it please make sure that it works in your case by running some render tests. If it is not the case, you can always get in touch with us and talk to us about your situation.

It also might happen that your job receives a low number of nodes due to a heavy traffic on farm. In this situation, you need to wait until jobs on higher priority are completed or you could up your priority. Note that increasing priority will not guarantee you that the job will start rendering right after changing place in queue. When there are more jobs with the same priority, then the 'first come, first served' rule applies.

6. How to change my job's priority?

If you want to change priority of your scene, you can do it in Web Manager. Right-click on your job, and choose "set priority" option. You can choose a new priority from the list.

7. Difference between Cost Successful and Cost Failed

Cost Successful

Cost Successful shows credits charged for successful executions. That represents a number of credits that have been used based on the number of frames that rendered correctly.

Cost Failed

Cost Failed represents credits charged for failed executions. Failed executions are caused by 3D software crashing or frames not being properly saved, which commonly are caused by errors in scenes, corrupted assets, 3rd party plugins or some other issues. This value is taken from your credits balance on your cloud account.

8. Why Cost Failed is taken from my account's balance?

Cost Failed increases when there is something wrong with a render job. You actually do not receive frames for that job but your job keeps using the nodes, which work on your project while they could be working for other users. What it means is that sometimes projects of other users need to wait until your project stops using the nodes (even if they don't render frames correctly). So nodes would normally be used for other projects but in that case they cannot. Also, nodes use a lot of energy, which generates a big cost for us. That is why we need to charge for Cost Failed. We don't do it out of ill will but rather we believe it is a fair approach.
We monitor the farm 24/7 to reduce the occurrence of Cost Failed and try to fix issues as soon as they surface.

9. How to avoid Cost Failed?

Double check your project

First of all it is very important to double check the whole project before uploading it. Any missing textures, models, scripts or plugins can all contribute to increasing Cost Failed. If you are not sure about supporting of some elements inside your project, then please contact us to consult the case. We'll advice you what to do then.

Video tutorials

We strongly recommend to check our video tutorials before setting any options in our plugins or Web Manager. In the beginning, it can seems very complicated but it is not. If you mastered software such as 3D Studio Max, Lightwave or Modo, then you definitely should have no problems at all to learn and understand our tools. Of course, you can contact us for help but most of the time you will receive the same step by step information which you can find in video tutorials only that there you can watch how and what you should click.

Monitor jobs

We monitor the farm 24/7 to spot any potential issues as soon as they surface. Unfortunately, sometimes when the farm is heavily occupied  and we have a lot of tasks to do, we are not able to attend to some problems immediately which may result in increased Cost Failed on your job. That is why we strongly recommend to monitor your jobs in Web Manager and immediately report any suspicious job's behavior to us.

10. Is it possible to receive the remaining credits back?

Yes, it is possible to receive the remaining credits back, but this is possible only for the money you actually paid.

We don't give back our extra credits and discounts, you can use them only to render on our farm. Also if you want to get the credits back, you will loose the free credits you got from us as a discount.

If you are interested in getting your remaining credits back, please contact our support via chat or email. 

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