Hi everybody!
Straight to the problem:
I'm currently doing a character-setup with Max2010-64bit and in my scene file there are only 2 vray-lights (set to sphere), a simple irradiance-bruteforce-gi illumination and a character-model which uses one multi-sub-material (ID1 for skin with the new sss2-shader, ID3 for eyes ,ID8 for the jacket, and so on)
The character itself consists of 20 seperated parts (head, eyes, jacket, trousers, shoes, etc.) and each part is not skinned but has its own point-cache-modifier and uses a test-animation as source which is originally cached from the skinned version. (We want to keep the animation- and rendering-parts as seperated as possible, so you dont have to re-merge a character again into the final environment once the animation gets changed.)
This all works fine up to the point I activate Hair&Fur (using the "mr prim" option) on one of the objects (e.g. the face has a beard, the jacket some extra fur-edges, etc)
From this moment on, only Frame 0 renders correctly, but all following frames more or less tend to produce errors. Mostly the famous "UNHANDLED EXCEPTION:Irradiance map thread" message. Most times with an instant-killing of Max.
I get no crash once I:
- deactivate all pointcache-modifiers, or
- deactivate all Hair&Fur-modifiers
Now comes the really odd thing: before the crash occurs, I clearly can see that some objects are rendered in a distorted way or at the wrong place. But this ONLY happens when the hair is activated.
Currently I suspect that somehow there is some kind of memory overload once V-Ray adds the Hair&Fur to the rest of the scene. Because some of the animation frames have these distorted meshes (point-cache gets interpreted the wrong way?) or objects are completely black and only show a specular layer (bitmaps can't be used anymore?)
BTW: the bitmap load is quite heavy. The guy uses about 8 bitmaps, each 4096x4096.
Things I tried till now:
- switching between PC2 and XML: no effect
- turning off all lights and shadow calculation: no effect
- turning off everything that does pre-calculations, e.g. Irradiancemaps and SSS2: crashes also, but now with a simple "Unhandled exception"
- only having hair on static/non-precached objects: no effect
UPDATE:
- giving everything one grey V-Ray-Material: no effect, still crashes
Now I'm running out of ideas where to look. We are burning to use the new Hair&Fur capabilities of V-Ray SP3a and swiching the whole pipeline back to non-point-cache would be a huge pain.
So, someone got any idea what this could be?
Many thanks in advance!!
Straight to the problem:
I'm currently doing a character-setup with Max2010-64bit and in my scene file there are only 2 vray-lights (set to sphere), a simple irradiance-bruteforce-gi illumination and a character-model which uses one multi-sub-material (ID1 for skin with the new sss2-shader, ID3 for eyes ,ID8 for the jacket, and so on)
The character itself consists of 20 seperated parts (head, eyes, jacket, trousers, shoes, etc.) and each part is not skinned but has its own point-cache-modifier and uses a test-animation as source which is originally cached from the skinned version. (We want to keep the animation- and rendering-parts as seperated as possible, so you dont have to re-merge a character again into the final environment once the animation gets changed.)
This all works fine up to the point I activate Hair&Fur (using the "mr prim" option) on one of the objects (e.g. the face has a beard, the jacket some extra fur-edges, etc)
From this moment on, only Frame 0 renders correctly, but all following frames more or less tend to produce errors. Mostly the famous "UNHANDLED EXCEPTION:Irradiance map thread" message. Most times with an instant-killing of Max.
I get no crash once I:
- deactivate all pointcache-modifiers, or
- deactivate all Hair&Fur-modifiers
Now comes the really odd thing: before the crash occurs, I clearly can see that some objects are rendered in a distorted way or at the wrong place. But this ONLY happens when the hair is activated.
Currently I suspect that somehow there is some kind of memory overload once V-Ray adds the Hair&Fur to the rest of the scene. Because some of the animation frames have these distorted meshes (point-cache gets interpreted the wrong way?) or objects are completely black and only show a specular layer (bitmaps can't be used anymore?)
BTW: the bitmap load is quite heavy. The guy uses about 8 bitmaps, each 4096x4096.
Things I tried till now:
- switching between PC2 and XML: no effect
- turning off all lights and shadow calculation: no effect
- turning off everything that does pre-calculations, e.g. Irradiancemaps and SSS2: crashes also, but now with a simple "Unhandled exception"
- only having hair on static/non-precached objects: no effect
UPDATE:
- giving everything one grey V-Ray-Material: no effect, still crashes
Now I'm running out of ideas where to look. We are burning to use the new Hair&Fur capabilities of V-Ray SP3a and swiching the whole pipeline back to non-point-cache would be a huge pain.
So, someone got any idea what this could be?
Many thanks in advance!!
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