Hello,
I’m having issues rendering a simple animation of basically a rectangle moving from left to right. Thee preview also seems to hang unless I press the left or right keys to force it to keep going, and it fills in the missing frames (it’s a 3 seconds, 60fps project) I have no plugins installed, and I went through the workarounds.
I attempted to write them as a series of images instead of doing a video codec directly, but it only gets about 15 or so frames in and hangs, no errors, seems to think only 10 or seconds so remains, but doesn’t move past the point. Tried to uncheck overwrite, and it seemed to work, I got to about 25 frames rendered by repeatedly stopping and re-rendering, and it was adding 1 or 2 frames at a time. It now, however won’t go past the 25th frame.
I tried various things like turning off OpenGL renderings entirely to see if it gets past the deadlocked frames, but no luck. Tried various encoders and image files, all with the same results. Looking through the forums, I have tried various combinations of adjusting the Threading, rendering and cache. I have to be missing something, so I was hoping to reach out here first. Any suggestions would be great!
PC Specs -
CPU: Intel(R) Core™ i7-9750H CPU @ 2.60GHz (12 CPUs), ~2.6GHz
Memory: 12 Gb
Gpu: NVIDIA GeForce RTX 2060 (12gb memory)
OS: Windows 10
OpenGL Version: 4.6 MVIDIA 452.06
HDD: 1 TB SSD with plenty of space.
The animation really is pretty simple, it is just a set of merged squares swiping left.
Thanks, I just wanted to see if there was any issues with the project.
I’m able to replicate the issue, very strange behavior. The only way to get through the video is to use the arrow keys. Natron should not fail on a simple project like that. I will try to debug the issue when I get the time.
EDIT: works a bit better on Linux, but will fail there as well.
I tried this as well and got same issue when doing playback. As soon as playback reaches non-cached frame, it gets stuck and need to click play button again.
I tested by reducing the size of color solids to 10%, so in my system caching is very fast and playback never reaches non-cached frame and it works fine. Also was possible to get working by using viewer proxy mode (16 or 32). I reproduced the issue with fully new comp with few solids and one animated transform like in sample. Playback can be continued if changing the size of viewer zoom (scroll-wheel) when it gets stuck, so it seems to wait just some change to continue viewer render and caching again.
In render output to disk test I can confirm the issue as well. When render stops it’s possible to click pause and continue to get further, but render might stop multiple times during process.
I also noticed a small terminology thingy. In render controls play button (continue) tooltip is “Restart task”, which indicates to restart from first frame. But it works as the icon indicates continuing from paused frame which is expected. Can some great developer change its tooltip to “Continue Task” for future? Pause icon’s tooltip also mentions restart, so it could be adjusted as well.
System Information
OS: Windows 10 Home
CPU: AMD Ryzen 7 2700X
RAM: 32gb
GPU: Nvidia RTX 2080 8gb
Wanted to clear some misinformation that my previous post might have had. My original perception was that playback got stuck when the current frame reached first non-cached frame, but this is probably incorrect.
I did some additional tests with new scene and got playback freeze even when current frame hadn’t reached last cached frame. In case when caching stopped later in timeline, playback stopped when it reaches that last cached frame.
Actually caching behaves a bit strange as if I make the playback frame rate higher it works better, but with low fps (1 or 2) caching stops for moments every now and then. Also full frame range gets cached faster with higher fps than lower fps, even though playback speed shouldn’t affect caching. I also tested for comparison animated God Rays effect on Colorwheel without animated transform and even though it was slow, it still continued caching and playback. Sometimes it stopped for quite long time and then suddenly caching finished about additional 30 frames at once and playback continued.
I will try to pinpoint the problem another day with more structured tests even though I can’t fix anything if find the cause.
I did more thorough tests today and the issue is very likely out of display area image data.
Couldn’t find out what would be the actual reason and that probably needs a developer to take a look, but it can be confirmed to be related to outside of display area pixels. If Crop is added just before Transform, then it works fine. I have tested it in Nate’s comp as well as with newly created similar setup.
Also without crop, if transform is inverted in Transform node options playback works fine, but I have no clue how that changes the situation as big part of image data is still out of visible frame.
I included my test file here as well for others to test and confirm with Nate’s file.