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Raytracer out of memory.. a vray or max problem?

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  • Raytracer out of memory.. a vray or max problem?

    After 2 months of prep work and testing, I thought I was ready to render the scenes. When I put the scenes together, I cant get them to work. On one scene I get the following error "There isn't enough memory for the raytracer to build it's acceleration data structures. The render is being aborted" I have one gig of memory and 3 gig of virutal memory.
    I have another scene that worked fine before I put two scenes together, now it crashes every time it tries to build the tree structure with just a max is going to close error.
    Any ideas how I can save this project? I also posted a message regarding rpcs and x ref scenes.. I am in deep trouble with the entire project.. any help would be wonderful.

  • #2
    search in this forum for the 3GB options It helps

    search in this forum for the 3GB options It helps

    Sometimes I had this problem I solved it with 3GB options

    It is my suggest maybe someone could give better than mine

    Bye and good luck
    Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

    https://www.facebook.com/essetreddi..../photos_albums

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    • #3
      raytace message

      thanks.. I will look.. this is the raytrace message. I thought when you used vray glass and other materials, that raytrace was not used.
      michael



      RayFX Raytrace Engine v5.02
      (c) 1998-2000 Blur Studio Inc.
      ---------------------------------------------------

      Waiting for trace request...
      frame 0: initializing...
      Processing 2768 objects...
      Initializing data structures...

      Building Hybrid Tree - arrayDim:[50,28,48], voxSize[11,5497,11,6114,11,5609]
      precis: 4, maxdim: 30, maxdepth: 8, itemslimit: 10
      sceneBBox = min[-289,719,-30,948,-284,416] max[287,764,294,172,270,506]
      allocating 1075200 bytes for initial voxel storage
      allocating 1612800 bytes for initial voxel bounds storage
      initializing voxels...
      populating 67200 Voxels with 2768 objects...

      Frame complete.
      Rays traced: 0
      ---------------------------------------------------

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      • #4
        Michael,
        Ac ouple of things you can do:
        1. If you haven't tried breaking up your scene and rendering in passes/layers, now is probably a good time to try it, as this will conserve memory usage. Use selection sets to hide and unhide. Aletrnatively, you can use Layer Management as well.
        You can think about your scene in terms of foreground, midground and background...or another options is to think in terms of lights, ie direct lights, GI + skylight.

        2. Optimize your scene by having low res versions of your models and switch them according to distance from camera.

        3. Get more RAM

        Crashes due to memory limit are a real pain. Hopefully the next version of VRay will make rendering in passes a lot easier, and will be able to handle a lot more geometry.

        All the best
        sigpic

        Vu Nguyen
        -------------------------
        www.loftanimation.com.au

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        • #5
          back from a crash.. before you use the 3gb option.. read all

          Thanks deja.. the strange thing is that the error messages is comming when the camera is pointed inside towards a pretty simple kitchen. Does VRay take into consideration things that are not on the camera? I was under the impression, that the calculation was done on what is in the frame?

          I have no idea how I will render the outside with a huge garden if the inside alone is a problem.

          Will I have to go back to using radioisty for the outside?

          thanks
          michael

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          • #6
            i dont know if this will help, but it helps with speed in scanline

            collapse as much as is convenient to editable mesh, and attach as much as you can together....im not sure how vray handles things, but max itself can handle one object with high poly and complexity, but falls over if you give it lots and lots of simple objects even though the complexity and poly count may be less.
            Digital Progression

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            • #7
              Hmm..Why is the rayfx being called if you're using vray?
              Are you rendering with native raytrace maps? Or even in scanline?
              Signing out,
              Christian

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              • #8
                mesh is the best to use. meshsmooth etc sooner or later will cause trouble. (one of my friend just a made a 30-40 part legoracer full of meshsmooth, so it didnt render at all, crashed, but after saving as mesh and reloading it, rendered simply and very quickly)

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                • #9
                  thanks

                  Trixian.. I dont know why it is calling raytracer. I thought it was strange as I created most of the model using raytrace material and converted the entire scene. I tried to model with the raytracer turned off and got strange results. I have looked through all the materials and do not see any that are raytrace material. I thought that possibly the vray used the raytrace?

                  DP I have used smooth on some of the model, in fact the large walls of the building as I have used boolans to make the windows and had all that ugly black shadowing. Should the AEC objects be collapsed to mesh? It is better to collapes all objects to mesh. When you refer to meshsmooth are you refering to the smooth modify rollout? Is this not a good modifer to use?

                  Thanks...still learning

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