Terragen Pause/Save Funciton??

Started by masonspappy, February 01, 2016, 08:19:18 AM

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masonspappy

I would like to be able to pause and save an incomplete render and then close Terragen completely. Then at a later time I would open Terragen and resume the render.
Is this possible?  The idea is to close TG3 and use my PC for something else without loosing what I've rendered so far.

bobbystahr

Quote from: masonspappy on February 01, 2016, 08:19:18 AM
I would like to be able to pause and save an incomplete render and then close Terragen completely. Then at a later time I would open Terragen and resume the render.
Is this possible?  The idea is to close TG3 and use my PC for something else without loosing what I've rendered so far.


I've often wished for that as I do actual work on my one confuser, the pre intel mac I own is useless for art with only 2.5 G RAM. 
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bla bla 2

Where, then must be left the rendering what to do in the day when you do not hit the pc.

archonforest

Quote from: masonspappy on February 01, 2016, 08:19:18 AM
I would like to be able to pause and save an incomplete render and then close Terragen completely. Then at a later time I would open Terragen and resume the render.
Is this possible?  The idea is to close TG3 and use my PC for something else without loosing what I've rendered so far.

That would be an awesome feature. Like when u save your game and next time just continue from there....
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Tangled-Universe

The best thing you can do so far is:

1) Write out a GI cache and by using that cache for rendering it allows you to render crops at separate times, without having differences in lighting.
However, you need to have a bit of an idea how long a crop would take.

2) Hit pause, do whatever you like using your PC for and hibernate.

masonspappy

thanks TU. Will definitely need some kind of new approach to rendering.  Currently rendering a 1920x1080 image on an I7-5820K (6 core/12 thread) 32 GB memory and used only as a rendering and modeling  machine. current render time (so Far): 22 hours, 10 minutes with about 15% more image still to be rendered.  Going through my settings several times but can't figure out why this would be taking so long.    :(

yossam

I'll also vote for that..........be sure you post the pic when finished. I want to see the scene that takes that long on that rig.  :o

Tangled-Universe

Quote from: masonspappy on February 01, 2016, 10:14:58 PM
thanks TU. Will definitely need some kind of new approach to rendering.  Currently rendering a 1920x1080 image on an I7-5820K (6 core/12 thread) 32 GB memory and used only as a rendering and modeling  machine. current render time (so Far): 22 hours, 10 minutes with about 15% more image still to be rendered.  Going through my settings several times but can't figure out why this would be taking so long.    :(

Perhaps you miss something?

Can you copy/paste the render node below?
Also settings for atmo, cloud and lighting are useful to know.

Dune

That is horribly long indeed! Rough fine displacement, especially in water or (smoothed) RT reflections, huge clouds, very dense vegetation with lots of alpha computing, soft shadows, and more than one compute terrain take the most. If ever possible, I try not to use a compute terrain.

bobbystahr

Quote from: Dune on February 02, 2016, 03:01:23 AM
That is horribly long indeed! Rough fine displacement, especially in water or (smoothed) RT reflections, huge clouds, very dense vegetation with lots of alpha computing, soft shadows, and more than one compute terrain take the most. If ever possible, I try not to use a compute terrain.

Indeed, sounds like he's using my crappy old dual core with 8G RAM...On the upside I don't feel so bad about the 22+ hours on my Moon Bridge scene.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

masonspappy

Not sure, might have figured out the problem. Testing now to see if it's fixed.
Attached image is downsized from original  1920x1080 render at default settings detail:5, AA:3, 1/4 sample, cache detail: 2, cache quality:2, max threads:64, buckets:256, Subdiv cache 1400.   23 min 19sec render time seems reasonable to me. Now I'm testing same size render at higher resolution to see what render time is.

I cancelled the original render after it ran 34+ hours  :o  and was only 95% done.  looking at rendered node,  noticed detail and AA were 8, threads were 128,  buckets were 512MB, subdiv cache 2600 in the offending render node.  the tgd is one I reused from another project about 2 years back, and had several render nodes set up in it.  I may have screwed it up then and did not think of it when starting this render.   Hopefully will have proof tomorrow morning that issue is fixed.



archonforest

Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

bobbystahr

Beautiful scene. Just a thought. If the house has an interior and you wish it to show through the windows, the window glass has to be loaded separately from the building and set to not cast shadows to get glass to work.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

masonspappy

latest render looks promising so far.  Thanks TU and Dune for your comments, I think that helped me narrow down my search for wonky parameters. I'm guessing latest render is going to run abt 14 hours - doesn't seem to be choking in specific areas as previously.
@Bobbystahr: re: glass shader and casting shadows, are your referring to setting the sunlight to not cast shadows? 

Oshyan

Rendering save/resume is something we've had requested a number of times before. It's not that easy to implement, unfortunately (we would need to save the entire render state and memory to disk, sometimes many GB of data, among other things). But I agree it would be nice if it's possible in the future.

- Oshyan