C++ Run Time Error

Started by kaisersuzuki, November 12, 2008, 09:12:17 PM

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kaisersuzuki

Had a 60+ hour render going that just bit the bullit with C++ Run Time Error Pop up.  Anyone have a suggestion to prevent this in the future?  Like cache setting or something.  That is really frustrating.  :(

Oshyan

Without having more information about both the scene itself and your computer configuration, it is impossible to say. The more details you can provide, the better we may be able to help. A partially rendered image or lower detail version would also be useful.

- Oshyan

kaisersuzuki

#2
I am runing the new beta. I have dual core 2.33 cpu with 4 gigs ram.  Running Windows Vista.  Please be more specific about the scene details you need.

I am attempting a render at 2000X1600

Detail = 8.5
AA = 8
GI = 3/3
Blur = 8

Wouldnt higher detail and resolution simply require more time?  If this is not the case perhaps there should be explicit warning that Terragen2 is not capable of rendering large scale detailed images.

I would prefer not to lower detail or resoultion as I find the output of lower settings not acceptable from a quality perspective.  I would like to be able to print images not just look at them on a computer screen.

lightning

i think Detail = 8.5 is the problem i have never heard of someone using that high detail levels i use 2.0 maximum

try lowering detail but increasing AA

kaisersuzuki

HAHA sorry my bad.  Im at work and was going from memory.

Details = .85

rcallicotte

I think Lightning is probably right, isn't he?

I've done the same thing with .75 - 75!   ;D

So this is Disney World.  Can we live here?

kaisersuzuki

Actually I was rendering at .85 but posted in the forum the wrong number.

kaisersuzuki

Does the renderer generate log files that would assist with pinpointing this crash?

Matt

Things to check:

Renderer -> Advanced -> Size of subdiv cache. You should need no more than 1000. Smaller values are needed if your scene is using a lot of memory elsewhere, such as in populations, objects or heightfields. A good way to be sure that you will not run out of memory for the subdiv cache part way through a render is to enable "preallocate subdiv cache", but that allocates the whole amount at the start of the render which is not always ideal.

Do you have anything reflective in the scene, e.g. water? TG2 should be able to render reflective surfaces but they can cause of problems. They will make heavy use of the subdiv cache, making it especially important not have the right settings for the subdiv cache.

Imported objects can use a lot of memory leaving less for everything else. Populations will also eat a lot of memory easily, whether or not the objects in the population use much memory.

If you can send us a .tgd file and some idea what objects and populations you're using, that will tell us a lot. (You can email us directly if you don't want to post it here.)

Matt
Just because milk is white doesn't mean that clouds are made of milk.

kaisersuzuki

Thanks Matt.  I have no imported objects but do have a body of water.  I know subdivision cache is set to 400 right now.  I have no issue with pre-allocating cache if this will help.