Hello,
It is there but to be honest - I also missed it on first glance. Forwarded a note to the Docs team to make it a bit more visible as it is an important bit of information.
It is a RAM issue but a bit more complex than pure maximum available RAM limit . Let me try to explain how it goes (it will also help with some other questions). When beginning a render V-Ray goes trough all scene objects and generates triangle meshes from them. Displacement is a bit more complex but with defaults (static pretesselated displacement) it ends up being the same. All the triangles of all meshes are stored in one location. Once all those static triangles are gathered we need to build an Embree raycasting acceleration structure. Having all the triangles in one structure has one main benefit - it is faster to trace rays in it.. It has some drawbacks and V-Ray has other options too.
The process of building the Embree raycasting acceleration structure comes next. It needs to process all the triangles (at times more than once) so again for faster processing we need to allocate one *continuous* big chunk of memory for all of them. Embree does its processing, builds the structures and then the big chunk of memory is not needed and freed.
The various messages related to EmbreeRayServer errors happen when allocating that big chunk of memory (well it is not only one but a few big chunks so you can get a few different messages).
A few takeaways:
- While you may have enough free RAM for that big chunk - there is no guarantee that you have a continuous one. We ask the operating system for it and it may or may not have it at the given moment.
- There is no one specific geometry that causes that error itself. It is the total number of triangles and the current memory conditions that lead to it.
There's not much more info to write in the log for that specific error unfortunately. We'll try to add some additional information that could help tracking it down though - I'm thinking about adding some short list like which the 10 geometries with most faces in your scene are.
Best regards,
Yavor
Originally posted by simon_kotowicz
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Originally posted by simon_kotowicz
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The process of building the Embree raycasting acceleration structure comes next. It needs to process all the triangles (at times more than once) so again for faster processing we need to allocate one *continuous* big chunk of memory for all of them. Embree does its processing, builds the structures and then the big chunk of memory is not needed and freed.
The various messages related to EmbreeRayServer errors happen when allocating that big chunk of memory (well it is not only one but a few big chunks so you can get a few different messages).
A few takeaways:
- While you may have enough free RAM for that big chunk - there is no guarantee that you have a continuous one. We ask the operating system for it and it may or may not have it at the given moment.
- There is no one specific geometry that causes that error itself. It is the total number of triangles and the current memory conditions that lead to it.
Originally posted by simon_kotowicz
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Best regards,
Yavor
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