I don't know how useful or even smart would be to rely on image data to debug 
renders where the problem is probably the actual image. You may end up with 
frames where not even a single pixel is written and yet the file is there. 

Best thing to do is use a decent render manager that provides you with all the 
info you need. And from all the ones I've used in the past I recommend Qube, 
it's rock solid on all three platforms and makes your life easier. 

Deadline is good too but I can't say I had much luck with it under OSX.

But most (all that I know of at least) provides you the information of which 
render node rendered what frame at what time and date. So it's just a matter of 
checking the render after its finished and tracing which node was responsible 
for the corrupt frame on the logs or manager.

But do you have any real need to use TIFF files instead of DPX or EXR files?

TIFF files tend to be memory hogs while reading and from my tests are among the 
slowest file formats to write from Nuke too.

cheers,
diogo

On 29/01/2013, at 16:50, chris <[email protected]> wrote:

> or extending on that idea...
> since a single black pixel could be noticable in the middle of bright colored 
> pixels, you could duplicate the pixel color next to it (or even average the 
> pixels around it), and add an offset with the hostname value. this would 
> probably be invisible even by the most critical eyes :)
> 
> example if the pixel on the bottom left [0,0] is to hold the machine ID data:
> - average pixels [0,1], [1,1] and [1,0] to calculate the [0,0] color value
> - add tiny offset color value representing the machine ID to that pixel [0,0]
> 
> obviously you'd want a second script which automatically calculates the 
> machine ID from the 4 pixels on the bottom left.
> 
> there's probably an easier way that i'm not aware of though ;)
> ++ chris
> 
> 
> 
> 
> On 1/29/13 at 7:27 PM, [email protected] (chris) wrote:
> 
>> hmm, or if you can spare a single pixel somewhere, you could just burn in 
>> the hostname as color (or alpha) value...
>> like in the bottom right corner, each render machine gets a slightly 
>> different shade of black (ie render1 is 0.00001, render2 is 0.00002 etc)
>> 
>> then if you have corrupt renders you could check the pixel value and see 
>> where it came from.
>> 
>> ++ chris
> 
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