Long ago that I did not have these problems again it is boring!
After several hours of being made a part of the image as a black square!
Is there something to do what is the problem?
Thank you!
(http://img145.imageshack.us/img145/4394/bugz.jpg)
Did you get a warning in the errors and warnings window that you'd lost a render thread and that it could not be restarted, if so I have see this problem also? It seems to happen if your using GI and are using a high sample count and you use " Preallocate Subdiv Cache" and set it to 200MB, the prepass stage completes as normal but if a thread dies you get these black squares in the render which don't go away once the render is complete.
;D
Regards to you.
Cyber-Angel
Yes I had a warning window that I closed and the report has resumed again.
0.8 details
AA 12
GI 2 details
GI on sample 2
Subdiv size of 400 and preallocate unchecked!
I'll try again!
Does the image need that much AA? could probably throttle back to like 6-8?
Perhaps yes, I'll try again and then perhaps reduce the AA
Is the problem it that once that functions the other time that does not function and one never knows really why? thus one cannot really rectify!
I don't see any particular reason why it would be failing. Are you using reflectivity on your population leaves at all? How many populations? Can you check memory use in Task Manager while rendering?
- Oshyan
I had this this sort of black unrendered boxes every now and again with complicated refelctive scenes (before I used the /3GB switch), but then did a cropped render of that particular area and pasted it over in PS. It's not perfect but you'll get your whole scene.
---Dune
No the reflection on the sheets. 3 populations used. Yes I can check the core use. But I launched my render in 4 parts, for the moment all is held correctly!
On one render only to 25% of the total image I have these results in the manager of tasks.
(http://img123.imageshack.us/img123/3928/gestiondestaches.jpg)
Even on does one made minimal that start again? (http://smileys.sur-la-toile.com/repository/M%E9chant/I_ANGR%7E1.GIF)
(http://img27.imageshack.us/img27/2133/bugbsn.jpg)
Hi,
Can you email me the files for the scene? I'll need all the files. My email address is:
jomeder@planetside.co.uk
Please do it soon if possible, I won't have broadband in about a day.
Regards,
Jo
Ok ! It's impossible !
the file is too heavy it would be necessary that you download Pando (free) so that I can send the totality of the files to you! (http://smileys.sur-la-toile.com/repository/Confus/circonspect-2403.gif)
70 Mo impossible to transmit it via Orange
Quote from: Phylloxera on May 01, 2009, 10:52:35 AM
70 Mo impossible to transmit it via Orange
Tu peux utiliser Megaupload: http://www.megaupload.com
Et ensuite tu lui envoie le lien créé.
Erwan
This might beg the question - Is TG2 getting overloaded from what it's loading in your scene so that makes your computer fail?
Are you rendering in 4 TG2 instances *simultaneously*, is that what you're saying? If so, why? I would strongly recommend against that. If not then hopefully Jo will be able to take a look at your scene as I don't have any other strong ideas.
- Oshyan
When I've had this issue it was because a render thread stopped working and did not restart, what would be nice would be to have some feature other then the Crop Render to allow the re-rendering of sections of an image should such an occurrence happen, without the need to render the whole image again, when you have images that have taken five hours or longer it is vary frustrating not to mention annoying to have to render again.
The feature I have in mind would be to place marquee type selection rectangle around the area the failed to render (Call in local re-rendering if you want) and then have the render go though the motions of re-rendering that section only: this should take less time as you only have to re-render a small section, additional functionality would be to make the selection sticky so that the selection stayed if there where multiple areas to be done, this is just an idea and would need refining if it where included.
Regards to you. ;D
Cyber-Angel
Problem solved by made partial of images more or less large!
Quote from: Cyber-Angel on May 02, 2009, 12:33:55 AM
When I've had this issue it was because a render thread stopped working and did not restart, what would be nice would be to have some feature other then the Crop Render to allow the re-rendering of sections of an image should such an occurrence happen, without the need to render the whole image again, when you have images that have taken five hours or longer it is vary frustrating not to mention annoying to have to render again.
The feature I have in mind would be to place marquee type selection rectangle around the area the failed to render (Call in local re-rendering if you want) and then have the render go though the motions of re-rendering that section only: this should take less time as you only have to re-render a small section, additional functionality would be to make the selection sticky so that the selection stayed if there where multiple areas to be done, this is just an idea and would need refining if it where included.
Regards to you. ;D
Cyber-Angel
Good idea I will try to make as you say it is simpler than to make a redu by crops
I have had these errors too I must admit the past two updates have been a real let down they are full of bugs especially when you include objects in your scene :-\
(http://i43.tinypic.com/oi5dgi.jpg)
The biggest problem, and the reason Matt likely waited until now to give full support to objects, is the amount of memory it takes to load a bunch of objects. This memory usage goes even beyond the usual difficulties with somewhat complex terrain manipulations.
Indeed Calico, it is not that new bugs have been introduced (at least that has not so far been proven), rather the fact that larger and more complex objects, with many, many textures, is now supported, memory usage can get very high a lot faster than before. So with people eager to take advantage of that new-found freedom, they have to understand that it comes with limitations, especially until the 64 bit version is available.
- Oshyan
new render and still the same problem, I leave render to finish itself and I will do one made partial. Is it strange that it is exactly with the same site as my preceding image?
(http://img13.imageshack.us/img13/6544/renduencours.jpg)
Quote from: Oshyan on May 02, 2009, 03:21:13 PM
Indeed Calico, it is not that new bugs have been introduced (at least that has not so far been proven), rather the fact that larger and more complex objects, with many, many textures, is now supported, memory usage can get very high a lot faster than before. So with people eager to take advantage of that new-found freedom, they have to understand that it comes with limitations, especially until the 64 bit version is available.
- Oshyan
these textures are only around the 20 mark though so not to much more than 16
til you release 64 bit will it just be best if the "black boxes of death"... ;D occur just to rerender the section after the main render has finished?
This is a shame, since this is a possibly beautiful render.
Quote from: Phylloxera on May 03, 2009, 05:25:36 AM
new render and still the same problem, I leave render to finish itself and I will do one made partial. Is it strange that it is exactly with the same site as my preceding image?
what about splitting your render into 4 or 8 pieces via crop will that help because soon after these counter errors occur i get runtime error then crash also when i do crop renders the lightin can be different in each segment even though i have not changed anything how is this and how can i fix it?
20mb total? 20mb in JPG is not the same as 20mb in use in the scene. What matters is total memory use. Check your Task Manager.
- Oshyan
no 20 textures in each model their are 7 models and two populations
Right, but how big are each of the 20 textures then? And what matters is image resolution, not file size, since compressed images (JPG) are generally decompressed in memory when used.
- Oshyan
round the 1200x1200 mark some are over 2000 though
Well, rather than calculate everything out, you should probably just luck at your Task Manager when trying to render. ;) How much memory do you have in total?
- Oshyan
6gb but 3.2 on 32bit it it takes up over a gig when render i heard you can reduce the cache size and that should help what should i put it on?
Try 200MB. On a quad core, if you are using 4 render threads, you can't go lower than that anyway.
- Oshyan