Pulze. Errors all the time. Too sensitive

Hi, I keep getting errors in pulze for ever possible issue, causing disruptions in the production. I’m used to backburner and it renders these scenes fine. However, I was hoping Pulze could be the natural next generation render manager software, as backburner starts to get pretty old and outdated.

There should really be a way to ignore these things, causing them to throw warnings instead of critical errors. When backburner renders them, surely Pulze also should. For an example a corona material somewhere in a file, when using vray, should cause black objects instead of a fatal error. In this specific example with incompatible material, it’s not even being used in the scene, it’s enough that it’s in the material editor.

It gets further complicated when Forensic makes the file to crash when trying to remove these missing plugins. Any advice on going around these errors is appreciated!

Thank you!

I agree on the sensitivity of things. Or at least gives us the possibility to have an option to render no matter what.

Agreed. It’s a great productivity tool in principle, but I’m spending way to much time troubleshooting bugs and errors. Starting to run out of patience.

Hey @jon, @gethin.hooper and @DGTLTWNS

Thank you very much for the feedback. Could you guys give us some examples what kind of critical errors you get all the time? Then we can discuss why these things are happening and we can make the required adjustments.

If you would like to share some logs or screenshots feel free to send it to support@pulze.io!
Thanks in advance!

It doesn’t remember the rotation of the HDRI from camera to camera…Please tell me if I’ve missed a button. The only way I can get this to work is if I save out a whole render preset and callback for each camera. Frustrating.

Missing maps and missing plugins, these things are very big issues. I also wonder if any same asset file name also is an issue (this is mostly likely a problem when rendering a master scene that consists of many different xref files, which is almost always). With hundreds of different models, and thousands of maps, there are surely some missing assets or plugins some place, which doesn’t really affect the rendering if skipped. Sini also doesn’t find all these.

The point is that these things gave a mild warning in backburner, but rendered, which is all about time efficiency. We simply don’t have an hour or two to spend in each project to relocate a simple missing map deep in the xref structure, and testing 5-10 submits to the farm just to be sure to find out in the max-log on the main farm host which missing plugins it is this time, because it doesn’t even find all problems at once, just the first one triggered and then critical exit, and voila, no render to post process and deliver to the customer that day.

It’s come to the point that we no longer use pulze in our studio, we use local rendering and/or Vantage instead, which is respectively more time conusing and less reliable, but at least it renders, and hence it makes us able to deliver our projects pretty much on time.

Additionaly, it would be a nice feature having better error reporting in the Pulze GUI, and not having to remote logon the farm and locate max-log and then finding the correct log line every time. Just. Too. Time consuming. I can’t think of any place in the world, despite different living costs and different overhead project budgets, where a company would like to loose money because they have to solve problems that shouldn’t be a problem.

Sorry to be critical in my writing, but you need to fix this quick or else you have lost a customer.