Is there any way to output to an uncompressed AVI file? I'm getting the wrong colors (quite different from those in the Comp) on output with the available presets.
Is there any way to output to an uncompressed AVI file? I'm getting the wrong colors (quite different from those in the Comp) on output with the available presets.
Thanks,
Will
Hi William,
We are now making AfterCodecs and custom FFMPEG integration, so you would be able to output with much better color control. So even ProRes4444 outputs it wrongs? What is the project colorspace?
Hi. Any news on allowing to overwrite image sequences?
Also when using more than 1 thread with multiprocessing renderer, it usually skips one frame somewhere in timeline (the error says which frames failed to render). I'm rendering exr sequences to my dropbox folder.
Hi. Any news on allowing to overwrite image sequences?
Also when using more than 1 thread with multiprocessing renderer, it usually skips one frame somewhere in timeline (the error says which frames failed to render). I'm rendering exr sequences to my dropbox folder.
Hi Aiv,
As much as I would have loved to say that it is ready, it is not there yet. We focused all our efforts on bringing the full Core Engine experience for the 1.0.12 release and Sequence overwrite was sadly left for the next release. 1.0.12 is coming really soon and we start working on the updated UI and backend for sequence handling right away.
BUT I wish I could load a render while BG Renderer is rendering... or at least add it to the BG Renderer queue..
in the old version I could render 3 or more videos at the same time.. it was a huge time-saver.. is there a way to do it in this version? if not, please make it possible in the next version..
BUT I wish I could load a render while BG Renderer is rendering... or at least add it to the BG Renderer queue..
in the old version I could render 3 or more videos at the same time.. it was a huge time-saver.. is there a way to do it in this version? if not, please make it possible in the next version..
Hi Yaron,
This feature is already available for all users in 1.0.12. Just start rendering with BGR, and you will see an "+Add Item" button in the BGR Render Queue. You may close your current project and open a new one to add more compositions to the list.
I was wondering if BGRender supports GPU plugin and effects like Video CoPilot and Optical Flares. On a multimachine setup will I require to license each machine with AE? or will BGRenderer work with AE unlicensed but BGR licensed.
I was wondering if BGRender supports GPU plugin and effects like Video CoPilot and Optical Flares. On a multimachine setup will I require to license each machine with AE? or will BGRenderer work with AE unlicensed but BGR licensed.
Hi Gage,
BGR renders with aerender, so it basically supports everything AE does. You have to have all plugins licensed of course.
Currently I'm launching multiple instances of AE and using "skip existing files" in order to speed up rendering a sequence of EXRs. (Primarily for the new release of Lockdown) Will this give me a similar or better performance boost compared to using multiple instances?
Currently I'm launching multiple instances of AE and using "skip existing files" in order to speed up rendering a sequence of EXRs. (Primarily for the new release of Lockdown) Will this give me a similar or better performance boost compared to using multiple instances?
Thanks.
Hi Chris,
So essentially BGR launches multiple aerender instances on the background and monitors their execution. It's faster in terms that you don't have to constantly check both and manually launch multiple renders. We also work on better resource allocation. And the benefits do not stop there, just check out all the features. We also do the post-render sequence to video compilation for you.
You may use the Trial version, it works just like the full version for 10 days, no restrictions whatsoever.
Currently I'm launching multiple instances of AE and using "skip existing files" in order to speed up rendering a sequence of EXRs. (Primarily for the new release of Lockdown) Will this give me a similar or better performance boost compared to using multiple instances?
Thanks.
Hi Chris,
So essentially BGR launches multiple aerender instances on the background and monitors their execution. It's faster in terms that you don't have to constantly check both and manually launch multiple renders. We also work on better resource allocation. And the benefits do not stop there, just check out all the features. We also do the post-render sequence to video compilation for you.
You may use the Trial version, it works just like the full version for 10 days, no restrictions whatsoever.
Nik
Hello Nik,
Thanks. somehow I missed the trial version.
After evaluating a bit it does seem like I'm getting a speed increase comparable to using multiple instances, however I did encounter one problem. It ended up skipping several files in a sequence of EXRs that were left at 0KB. I deleted those files and ran it again and this time it rendered them. It still looks like it missed several files in the sequence however and I'm not sure why.
This might have happened because I was looking for a way to pause, so I set the cpu limit to 10% for a while. Then when I set it back to 100% it seemed like it stalled. So I stopped the render completely and restarted with "skip existing files" enabled.
Is there are a better way to "pause"? I'm also wondering if there's an automated benchmark at all to determine the optimal number of threads to use.
Currently I'm launching multiple instances of AE and using "skip existing files" in order to speed up rendering a sequence of EXRs. (Primarily for the new release of Lockdown) Will this give me a similar or better performance boost compared to using multiple instances?
Thanks.
Hi Chris,
So essentially BGR launches multiple aerender instances on the background and monitors their execution. It's faster in terms that you don't have to constantly check both and manually launch multiple renders. We also work on better resource allocation. And the benefits do not stop there, just check out all the features. We also do the post-render sequence to video compilation for you.
You may use the Trial version, it works just like the full version for 10 days, no restrictions whatsoever.
Nik
Hello Nik,
Thanks. somehow I missed the trial version.
After evaluating a bit it does seem like I'm getting a speed increase comparable to using multiple instances, however I did encounter one problem. It ended up skipping several files in a sequence of EXRs that were left at 0KB. I deleted those files and ran it again and this time it rendered them. It still looks like it missed several files in the sequence however and I'm not sure why.
This might have happened because I was looking for a way to pause, so I set the cpu limit to 10% for a while. Then when I set it back to 100% it seemed like it stalled. So I stopped the render completely and restarted with "skip existing files" enabled.
Is there are a better way to "pause"? I'm also wondering if there's an automated benchmark at all to determine the optimal number of threads to use.
Thanks for your time.
Chris
Hi Chris,
As for the pause - we are adding this feature in the upcoming releases.
We are also updating our integrity checker for 0kb files. It should be noted that 0kb files are not the result of BGR working per se, it might as well be the After Effects issue. What we are doing now is the separate process checking each file after the render is finished, and removing all empty files to re-render them with a separate thread.
Sometimes empty files are the result of too many threads working on a single machine, and we are also working on splitting the job into chunks for the future releases.
We were also trying to create an algorithm for automated benchmarking, but this turned out to be quite a tedious task with the variety of plugins, using system resources at their own pace. So now it's all more or less left to the user. It's still one of the tasks in our internal backlog though, and I hope to figure out an optimal way in the future.
Planning to buy 12core 3900x or 16core ryzen 3950x.
anyone here with similar cpus??
how many cores can you use that is stable?
i have 64gb ram btw.
Hi Rigel. It all boils down to the overall system stability on the 64-core AMD. Follow their guidelines to properly set up separate cache and application SSDs, and try to work your way up the number of threads from about 4. Still, After Effects render is pretty RAM-greedy, so take that into account.
Nik
I'm trying to install a trial version, but dragging the com.aescripts.bgrenderer.zxp file to the AE scripts software does nothing. Is there another way to install?
And I have BG Renderer Pro. Is there an upgrade price?
I'm trying to install a trial version, but dragging the com.aescripts.bgrenderer.zxp file to the AE scripts software does nothing. Is there another way to install?
And I have BG Renderer Pro. Is there an upgrade price?
I'm trying to install a trial version, but dragging the com.aescripts.bgrenderer.zxp file to the AE scripts software does nothing. Is there another way to install?
And I have BG Renderer Pro. Is there an upgrade price?
Drag and drop may not work, so just add the file manually there.
And yes, there is a USD10 upgrade discount for the PRO license owners.
Nik
Hi Nik:
Got it to work. Quick question. Is there a way to have BG Renderer Max render the files exactly as specified in the render queue? I already have my queue set up to render to the proper folder and assign the correct title names. Right now it seems to render to the root of the render directory and puts the .dpx and QT. in it's own folder. I already have that take care of in my file output module settings and the file names and subfolder automatically get their names assigned.
VERY speedy. Will definitely buy if I can work like that. Also, is there a way to use post render actions, for instance, as a QC measure I have the QT made from the rendered DPX file using "import and replace usage". Is there a way to use "Import and replace usage" so the QT gets rendered from the DPX?
Hi - I am finding that only a portion of my sequence renders. It consistantly just says it has completed the job but in fact less than half has rendered. it does compile but again a truncated sequence. Any thoughts?
Hey, i've ran into an issue, it seems like my PNG sequences are being located in AppData\Roaming\BgRendererMax\Project instead of "as in render queue", cannot seem to fix it no matter what i do.
Initial testing I set the core count to 60 and let it go. Results
Default AE Render Que: 1hr 15min
BG Render Max 60 cores: 21 min
Obviously impressive. It hung on the final QT compile though, which is fine, as I'd rather have DNx files out of Media Encoder as we're an avid studio.
Question is: Is there a limit to the core count? Or "best practice" in regards to limiting to physical cores only or should I continue to include all logical cores? Thank you for your time and knowledge!
I'm trying to install a trial version, but dragging the com.aescripts.bgrenderer.zxp file to the AE scripts software does nothing. Is there another way to install?
And I have BG Renderer Pro. Is there an upgrade price?
Drag and drop may not work, so just add the file manually there.
And yes, there is a USD10 upgrade discount for the PRO license owners.
Nik
Hi Nik:
Got it to work. Quick question. Is there a way to have BG Renderer Max render the files exactly as specified in the render queue? I already have my queue set up to render to the proper folder and assign the correct title names. Right now it seems to render to the root of the render directory and puts the .dpx and QT. in it's own folder. I already have that take care of in my file output module settings and the file names and subfolder automatically get their names assigned.
VERY speedy. Will definitely buy if I can work like that. Also, is there a way to use post render actions, for instance, as a QC measure I have the QT made from the rendered DPX file using "import and replace usage". Is there a way to use "Import and replace usage" so the QT gets rendered from the DPX?
Hi Fred,
If I understood you correctly, it is possible to set a custom folder for the compiled animation and keep the sequence as it is set in the After Effects Render Queue.
Hi - I am finding that only a portion of my sequence renders. It consistantly just says it has completed the job but in fact less than half has rendered. it does compile but again a truncated sequence. Any thoughts?
Hey, i've ran into an issue, it seems like my PNG sequences are being located in AppData\Roaming\BgRendererMax\Project instead of "as in render queue", cannot seem to fix it no matter what i do.
Initial testing I set the core count to 60 and let it go. Results
Default AE Render Que: 1hr 15min
BG Render Max 60 cores: 21 min
Obviously impressive. It hung on the final QT compile though, which is fine, as I'd rather have DNx files out of Media Encoder as we're an avid studio.
Question is: Is there a limit to the core count? Or "best practice" in regards to limiting to physical cores only or should I continue to include all logical cores? Thank you for your time and knowledge!
Hi Todd,
Even though Threadrippers boast high core count, that is not always helping to speed up the render process. The bottlenecks are RAM and the aerender spinup time. For 60 threads that is around 30-50% of your possible render time.
4-6 threads are a safe bet. Please also clear the cache prior to testing, since AE relies on it heavily, and would first use cached parts of the sequence.
We've changed this behavior a bit throughout the development process. Is that a problem for your workflow?
Nik
Actually it is. As Fred mentioned, me too have everything already set up - the same file name, format, output location. I have tons of compositions and they sit in render queue as a constant - I'm rendering by using a 'Duplicate with File Name' setting. But for them to 'stick' in a queue you need to render using AE renderer first. So rendering using BGR afterwards is irritating as it's creates it's own folder. I'd like sequence files to stay in the exactly same folder as I specified.
We've changed this behavior a bit throughout the development process. Is that a problem for your workflow?
Nik
Actually it is. As Fred mentioned, me too have everything already set up - the same file name, format, output location. I have tons of compositions and they sit in render queue as a constant - I'm rendering by using a 'Duplicate with File Name' setting. But for them to 'stick' in a queue you need to render using AE renderer first. So rendering using BGR afterwards is irritating as it's creates it's own folder. I'd like sequence files to stay in the exactly same folder as I specified.
Thanks for the insight, Aiv.
Somehow it slipped away from me, and now I feel your irritation. Let me see what I can do for the upcoming release.
There is a logic behind subfolders for the sequences – it creates less mess for us and allows to properly detect existing files for the Keep Sequence Iterations case, but I guess this could be done another way.
We've changed this behavior a bit throughout the development process. Is that a problem for your workflow?
Nik
Actually it is. As Fred mentioned, me too have everything already set up - the same file name, format, output location. I have tons of compositions and they sit in render queue as a constant - I'm rendering by using a 'Duplicate with File Name' setting. But for them to 'stick' in a queue you need to render using AE renderer first. So rendering using BGR afterwards is irritating as it's creates it's own folder. I'd like sequence files to stay in the exactly same folder as I specified.
Yeah, that actually makes no sense to add CompName subfolders for "As in render queue" option. Custom Folder and Project Folder are OK though (am I right?)
Going to push this update in the upcoming 1.0.18 along with other fixes.
Ideally it would work like this. I have a comp "set up project", an AE template which already points to the render folder automatically populates the Subfolder and file name based on the "set up project" once I name and save the project.
It necessitates that each version have it's own script that way scripts and renders match.
I do hundreds of shots, so my set up script has the render outputs already set. It would be awesome if BGR Max could just obey the output path, folder name and file name the render cue has.
Ideally it would work like this. I have a comp "set up project", an AE template which already points to the render folder automatically populates the Subfolder and file name based on the "set up project" once I name and save the project.
It necessitates that each version have it's own script that way scripts and renders match.
I do hundreds of shots, so my set up script has the render outputs already set. It would be awesome if BGR Max could just obey the output path, folder name and file name the render cue has.
Also, does it support "import and replace usage"?
Ok, got it. I've disabled adding a subfolder with Comp name for the "As in render queue" option.
"Import and replace" is not yet supported, I've added it to our roadmap to include in the next releases.
Nik
I was wondering if BGRender supports GPU plugin and effects like Video CoPilot and Optical Flares. On a multimachine setup will I require to license each machine with AE? or will BGRenderer work with AE unlicensed but BGR licensed.
BGR renders with aerender, so it basically supports everything AE does. You have to have all plugins licensed of course.
Thanks,
Reload machine after you do so.
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Nik
Got it to work. Quick question. Is there a way to have BG Renderer Max render the files exactly as specified in the render queue? I already have my queue set up to render to the proper folder and assign the correct title names. Right now it seems to render to the root of the render directory and puts the .dpx and QT. in it's own folder. I already have that take care of in my file output module settings and the file names and subfolder automatically get their names assigned.
VERY speedy. Will definitely buy if I can work like that. Also, is there a way to use post render actions, for instance, as a QC measure I have the QT made from the rendered DPX file using "import and replace usage". Is there a way to use "Import and replace usage" so the QT gets rendered from the DPX?
Also, does it support "import and replace usage"?