Renders refuse to cancel

Every now and then I'd have a render that would take a minute or two before canceling when I clicked cancel. It's annoying but at least they stop. However, now they aren't canceling at all. I literally have to start the task manager and force close Daz. Why? If I tell Daz to stop rendering, it needs to stop rendering. What is the deal?

Comments

  • nonesuch00nonesuch00 Posts: 18,302

    They will but sometimes DS has your computer so i/o bound that you have to click to cancel several times and even then I find on my computer it will still take up to 10 - 15 minutes for the rendering process to stop.

  • Richard HaseltineRichard Haseltine Posts: 102,475

    Has it actually got to the stage of rendering, or is it still doing the preparation? I managed to lock my system up for a while the other day with a very high polygon count scene as, I think, DS was busy transferring data to the GPU and took no notice of cancel - once that was done and the render window was starting to update it behaved.

  • It got to the stage of rendering. I've been playing around with it, starting light renders to see what's causing it and such. From my experimentation setting the render settings as interactive slows down the cancel process tremendously. If I keep it on photoreal the renders stop almost instantly. It could just be that my PC isn't up to snuff as well. I've never used interactive, until now, so I'll just keep in mind that those settings are slower.

  • defectedsaintdefectedsaint Posts: 76
    edited June 2018

    This is all I'm rendering right now. The frame for some shower doors because I can't get the glass, lighting, and metal to work right together so I'm rendering the frame and glass seprately. I stopped this render 10 mins ago. It still has not stopped. F*****g why? It's barely anything there! Does Poser do this as well? If it doesn't, I'll just switch. This makes no damn sense. 

    Edit 1: The damn render has now literally frozen in the "stop" process. I couldn't stop the render by clicking on cancel in the render window so I clicked cancel in the main Daz window. Now the render time/iteration window is gone but the damn render is still ongoing and if I click cancel in the render window it still doesn't do anything. I also can't start another render because the render engine is still in use. What the f**k Daz? How hard is it to stop a process?

    Edit 2: It just stopped. Half an hour later -_-

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    Post edited by defectedsaint on
  • otherunicornotherunicorn Posts: 374
    edited October 2019

    It still behaves like this :(  I find that if you tab out, DAZ disconnects itself from reality, and no amount of clicking will achieve anything. Added to that, it has totally ignored maximum time option. Conclusion, we have a bug!!!

    In fact my last 3 renders all resulted in me having to force quit DAZ after the render refused to stop, either at the time limit, or when I pressed cancel.

    Post edited by otherunicorn on
  • Reality? Or was that deliberately lower case reality? I certainly have not had trouble cancelling a render once it has actually started - and I've never seen an issue with it ignoring maximum time. I suspect you may have a system-specific issue which is locking the application (at least).

  • RayDAntRayDAnt Posts: 1,147
    edited October 2019

    It got to the stage of rendering. I've been playing around with it, starting light renders to see what's causing it and such. From my experimentation setting the render settings as interactive slows down the cancel process tremendously. If I keep it on photoreal the renders stop almost instantly. It could just be that my PC isn't up to snuff as well. I've never used interactive, until now, so I'll just keep in mind that those settings are slower.

    That is very odd. By design, Interactive mode uses a much more fine-grained way of scheduling out the overall rendering workload from the Iray main thread to its sub-threads running on each contributing rendering device. Which if anything should make it MORE responsive to start/stop directives from you than Photoreal (which uses batch scheduling to take performance advantage of rendering multiple iterations consequtively on a single GPU worker.) What are your system specs? It could be that the increased input/output of Interactive's load balancing is swamping the rest of your system.

    It still behaves like this :(  I find that if you tab out, DAZ disconnects itself from reality, and no amount of clicking will achieve anything. Added to that, it has totally ignored maximum time option. Conclusion, we have a bug!!!

    In fact my last 3 renders all resulted in me having to force quit DAZ after the render refused to stop, either at the time limit, or when I pressed cancel.

    As previously mentioned, Iray uses a batch scheduling mode for load-balancing when doing final renders in Photoreal visual quality mode. Meaning that calls to stop/cancel an active render (either direct from the user or direct from Iray's internal time limit/convergence limit tracking mechanism) will always entail at least a slight delay/overshoot beyond defined limits for render completion as Iray stops sending out batch work orders at that point but still WAITS for all already sent ones to finish returning back results. Which on an older system/assortment of GPUs can easily take minutes. This is technically not a bug.

    Post edited by RayDAnt on
  • mclaughmclaugh Posts: 221
    RayDAnt said:

    It got to the stage of rendering. I've been playing around with it, starting light renders to see what's causing it and such. From my experimentation setting the render settings as interactive slows down the cancel process tremendously. If I keep it on photoreal the renders stop almost instantly. It could just be that my PC isn't up to snuff as well. I've never used interactive, until now, so I'll just keep in mind that those settings are slower.

    That is very odd. By design, Interactive mode uses a much more fine-grained way of scheduling out the overall rendering workload from the Iray main thread to its sub-threads running on each contributing rendering device. Which if anything should make it MORE responsive to start/stop directives from you than Photoreal (which uses batch scheduling to take performance advantage of rendering multiple iterations consequtively on a single GPU worker.).

     "Should," in theory; in reality (at least for me), not so much. My experience with Interactive in 4.10 and 4.12 is that it's more responsive initially, but that it bogs down massively over time, because the number of iterations it processess before updating the screen doubles with each screen update, i.e., first screen update 2 iterations, second update 4 iterations, third 8, fourth 16, fifth 32, sixth 64, seventh 128, etc., and keyboard and mouse inputs don't register until the current iteration cycle finishes, so if you hit cancel right after the seventh update, it's going to burn through 256 iterations before the "Cancel" dialog pops up on screen. Even on my 6GB 1060, it's quicker to <ctl><alt><del> out of DS and restart and reload a scene once it hits 128 iterations than it is to wait for DS to respond to a mouse or keyboard input.

  • RayDAntRayDAnt Posts: 1,147
    edited October 2019
    mclaugh said:
    RayDAnt said:

    It got to the stage of rendering. I've been playing around with it, starting light renders to see what's causing it and such. From my experimentation setting the render settings as interactive slows down the cancel process tremendously. If I keep it on photoreal the renders stop almost instantly. It could just be that my PC isn't up to snuff as well. I've never used interactive, until now, so I'll just keep in mind that those settings are slower.

    That is very odd. By design, Interactive mode uses a much more fine-grained way of scheduling out the overall rendering workload from the Iray main thread to its sub-threads running on each contributing rendering device. Which if anything should make it MORE responsive to start/stop directives from you than Photoreal (which uses batch scheduling to take performance advantage of rendering multiple iterations consequtively on a single GPU worker.).

     "Should," in theory; in reality (at least for me), not so much. My experience with Interactive in 4.10 and 4.12 is that it's more responsive initially, but that it bogs down massively over time, because the number of iterations it processess before updating the screen doubles with each screen update, i.e., first screen update 2 iterations, second update 4 iterations, third 8, fourth 16, fifth 32, sixth 64, seventh 128, etc., and keyboard and mouse inputs don't register until the current iteration cycle finishes, so if you hit cancel right after the seventh update, it's going to burn through 256 iterations before the "Cancel" dialog pops up on screen. Even on my 6GB 1060, it's quicker to <ctl><alt><del> out of DS and restart and reload a scene once it hits 128 iterations than it is to wait for DS to respond to a mouse or keyboard input.

    Ah, didn't relaize you were talking about Iray Interactive for final rendering as opposed to Iray Interactive for liveview preview in a viewport. Confusingly, Iray has two different configurable attributes to it that use the word Interactive in them:

    1. Scheduling Mode (Batch or Interactive)
    2. Rendering Mode (Photoreal or Interactive)

    Scheduling Mode controls how work is fed to individual rendering hardware devices, whereas Rendering Mode controls which rendering engine (yes - Iray technically has more than one independent rendering engine built into it) is used to generate the image. Technically Iray allows the use of either Scheduling Mode with any Rendering Engine indiscriminately . Meaning that the following combinations are possible:

    1. Batch + Photoreal
    2. Batch + Interactive
    3. Interactive + Photoreal
    4. Interactive + Interactive

    Each with the following pros and cons to them:

    Combo Pros Cons
    Batch + Photoreal great visual quality slow image updates
    Batch + Interactive   poor visual quality, slow image updates
    Interactive + Photoreal moderate visual quality, moderate image updates  
    Interactive + Interactive fast image updates poor visual quality

    As you can see in this table, Batch + Interactive (the mode whose behavior you describe above to a T) is a generally useless combo that is honestly best avoided at all costs!

    Unfortunately Daz Studio's current implementation of the Iray plugin only gives the user direct control over Rendering ModeScheduling Mode is automatically assigned based on the context in which a render is initiated (Batch if via the Render button/menu, Interactive if via activation of Iray liveview in a viewport.) Meaning that the following use cases of Daz Studio result in the following combos being active for that render:

    1. Iray Mode: Photoreal, Render launched via Render button/menu = Batch + Photoreal
    2. Iray Mode: Interactive, Render launched via Render button/menu = Batch + Interactive - avoid
    3. Iray Mode: Photoreal, Render launched via Iray liveview activation = Interactive + Photoreal
    4. Iray Mode: Interactive, Render launched via Iray liveview activation = Interactive + Interactive

     

    Post edited by RayDAnt on
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