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Wrong light count and long render times

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  • #16
    here is today's log. I took the spawner out of the services, and started the spawner manually. the V-Ray messages show the scene being loaded, but nothing is showing up in the buffer, yet.

    [2012/J/9|09:00:00] 70 % completed.
    [2012/J/9|09:00:00] 80 % completed.
    [2012/J/9|09:00:00] 90 % completed.
    [2012/J/9|09:00:01] Setting up 4 thread(s)
    [2012/J/9|09:00:01] 14 % completed.
    [2012/J/9|09:00:02] 23 % completed.
    [2012/J/9|09:00:02] 31 % completed.
    [2012/J/9|09:00:02] 47 % completed.
    [2012/J/9|09:00:02] 56 % completed.
    [2012/J/9|09:00:03] 65 % completed.
    [2012/J/9|09:00:03] 74 % completed.
    [2012/J/9|09:00:03] 82 % completed.
    [2012/J/9|09:00:03] 90 % completed.
    [2012/J/9|09:00:04] Threads completed
    [2012/J/9|09:00:04] 10 % completed.
    [2012/J/9|09:00:04] 20 % completed.
    [2012/J/9|09:00:04] 30 % completed.
    [2012/J/9|09:00:04] 40 % completed.
    [2012/J/9|09:00:05] 50 % completed.
    [2012/J/9|09:00:05] 60 % completed.
    [2012/J/9|09:00:05] 70 % completed.
    [2012/J/9|09:00:05] 80 % completed.
    [2012/J/9|09:00:06] 90 % completed.
    [2012/J/9|09:00:06] Setting up 4 thread(s)
    [2012/J/9|09:00:06] 13 % completed.
    [2012/J/9|09:00:06] 22 % completed.
    [2012/J/9|09:00:07] 31 % completed.
    [2012/J/9|09:00:07] 47 % completed.
    [2012/J/9|09:00:07] 56 % completed.
    [2012/J/9|09:00:08] 64 % completed.
    [2012/J/9|09:00:08] 72 % completed.
    [2012/J/9|09:00:08] 82 % completed.
    [2012/J/9|09:00:08] 90 % completed.
    [deleted a bunch of the same]
    [2012/J/9|09:10:27] Threads completed
    [2012/J/9|09:10:27] 10 % completed.
    [2012/J/9|09:10:28] 20 % completed.
    [2012/J/9|09:10:28] 30 % completed.
    [2012/J/9|09:10:29] 40 % completed.
    [2012/J/9|09:10:29] 50 % completed.
    [2012/J/9|09:10:29] 60 % completed.
    [2012/J/9|09:10:30] 70 % completed.
    [2012/J/9|09:10:30] 80 % completed.
    [2012/J/9|09:10:31] 90 % completed.
    [2012/J/9|09:10:31] Updating render lights
    [2012/J/9|09:12:01] Setting up 4 thread(s)
    [2012/J/9|09:12:01] Threads completed
    [2012/J/9|09:12:01] 33 % completed.
    [2012/J/9|09:12:01] 66 % completed.
    [2012/J/9|09:12:01] Updating atmospheric effects.
    [2012/J/9|09:12:01] Updating render effects.
    [2012/J/9|09:12:01] Scene setup: 1077.3 s
    [2012/J/9|09:12:01] Compiling render instances geometry.
    [2012/J/9|09:12:01] 10 % completed.
    [2012/J/9|09:12:01] 20 % completed.
    [2012/J/9|09:12:01] 30 % completed.
    [2012/J/9|09:12:01] 40 % completed.
    [2012/J/9|09:12:01] 50 % completed.
    [2012/J/9|09:12:02] 60 % completed.
    [2012/J/9|09:12:02] 70 % completed.
    [2012/J/9|09:12:02] 80 % completed.
    [2012/J/9|09:12:02] 90 % completed.
    [2012/J/9|09:12:02] Compiling lights geometry.
    [2012/J/9|09:12:02] Preparing ray server.
    [2012/J/9|09:12:02] Creating and initializing 4 thread(s).
    [2012/J/9|09:12:02] Allocating memory for build data of 1590822 faces (12726576 bytes, 12.1 MB).
    [2012/J/9|09:12:02] Initializing face build data.
    [2012/J/9|09:12:03] Creating 'done' event.
    [2012/J/9|09:12:03] Starting first thread.
    [2012/J/9|09:12:03] Waiting for thread completion.
    [2012/J/9|09:12:03] 19 % completed.
    [2012/J/9|09:12:03] 29 % completed.
    [2012/J/9|09:12:03] 41 % completed.
    [2012/J/9|09:12:03] 54 % completed.
    [2012/J/9|09:12:04] 64 % completed.
    [2012/J/9|09:12:04] 72 % completed.
    [2012/J/9|09:12:23] Releasing thread resources.
    [2012/J/9|09:12:23] SDTree statistics:
    [2012/J/9|09:12:23] Total number of faces stored: 1590822
    [2012/J/9|09:12:23] Max tree depth: 57
    [2012/J/9|09:12:23] Average tree depth: 28.7825
    [2012/J/9|09:12:23] Number of tree nodes: 717779
    [2012/J/9|09:12:23] Number of tree faces: 5160337
    [2012/J/9|09:12:23] Number of tree leafs: 279535
    [2012/J/9|09:12:23] Average faces/leaf: 18.4604
    [2012/J/9|09:12:23] Memory usage: 160.22 MB
    [2012/J/9|09:12:24] Scene bounding box is [-1909.22,-1870.46,-106.254]-[2355.93,2295.16,970.429]
    [2012/J/9|09:12:24] Preparing direct light manager.
    [2012/J/9|09:12:24] Preparing global light manager.
    [2012/J/9|09:12:24] Irradiance sample size is 84 bytes
    [2012/J/9|09:12:24] Broadcasting NOTIFY_PRE_RENDERFRAME.
    [2012/J/9|09:12:24] beginFrame() done.
    [2012/J/9|09:12:24] Broadcasting NOTIFY_BEGIN_RENDERING_ACTUAL_FRAME.
    [2012/J/9|09:12:24] Photon size is 56 bytes.
    [2012/J/9|09:12:24] Light cache sample size is 120 bytes.
    [2012/J/9|09:12:24] Building light cache.
    [2012/J/9|09:12:24] Tracing 640000 image samples for light cache in 8 passes.


    [2012/J/9|09:12:24] Setting up 4 thread(s)
    [2012/J/9|09:12:24] Light cache time interval is (0.000000, 100.000000)


    [2012/J/9|09:12:24] Light cache time interval is (0.000000, 100.000000)


    [2012/J/9|09:12:24] Light cache time interval is (0.000000, 100.000000)


    [2012/J/9|09:12:24] Light cache time interval is (0.000000, 100.000000)
    Bobby Parker
    www.bobby-parker.com
    e-mail: info@bobby-parker.com
    phone: 2188206812

    My current hardware setup:
    • Ryzen 9 5900x CPU
    • 128gb Vengeance RGB Pro RAM
    • NVIDIA GeForce RTX 4090
    • ​Windows 11 Pro

    Comment


    • #17
      I also looked in the main workstation's spawned log. It said something about not being able to open the ini, so it's using the default. I'm not sure this means anything.
      Bobby Parker
      www.bobby-parker.com
      e-mail: info@bobby-parker.com
      phone: 2188206812

      My current hardware setup:
      • Ryzen 9 5900x CPU
      • 128gb Vengeance RGB Pro RAM
      • NVIDIA GeForce RTX 4090
      • ​Windows 11 Pro

      Comment


      • #18
        In that case I'll have to ask for the scene; you can send it to vlado@chaosgroup.com and I'll check it out.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment


        • #19
          I just sent it, thanks!
          Bobby Parker
          www.bobby-parker.com
          e-mail: info@bobby-parker.com
          phone: 2188206812

          My current hardware setup:
          • Ryzen 9 5900x CPU
          • 128gb Vengeance RGB Pro RAM
          • NVIDIA GeForce RTX 4090
          • ​Windows 11 Pro

          Comment


          • #20
            I also noticed, in the VRSpawner.log, that it is referring to 3ds MAX Design 2011 - I'm running 3DS MAX 2013

            "C:\Program Files\Autodesk\3ds Max Design 2011\network\vraydummy2011.max"
            Bobby Parker
            www.bobby-parker.com
            e-mail: info@bobby-parker.com
            phone: 2188206812

            My current hardware setup:
            • Ryzen 9 5900x CPU
            • 128gb Vengeance RGB Pro RAM
            • NVIDIA GeForce RTX 4090
            • ​Windows 11 Pro

            Comment


            • #21
              and...
              6: [2011/May/11|13:47:44] VRaySpawner temp dir: "C:\Program Files\Autodesk\3ds Max Design 2012\network" 7: [2011/May/11|13:47:44] Application name (MAX/VIZ): "C:\Program Files\Autodesk\3ds Max Design 2012\3dsmax.exe"
              8: [2011/May/11|13:4
              Bobby Parker
              www.bobby-parker.com
              e-mail: info@bobby-parker.com
              phone: 2188206812

              My current hardware setup:
              • Ryzen 9 5900x CPU
              • 128gb Vengeance RGB Pro RAM
              • NVIDIA GeForce RTX 4090
              • ​Windows 11 Pro

              Comment


              • #22
                I just stumbled across something, that might, or might not, be an issue. When I went to archive the project, my compression application said that some files are in use, but everything pertaining to the project is closed. The files that didn't zip are all vrmeshes.
                Bobby Parker
                www.bobby-parker.com
                e-mail: info@bobby-parker.com
                phone: 2188206812

                My current hardware setup:
                • Ryzen 9 5900x CPU
                • 128gb Vengeance RGB Pro RAM
                • NVIDIA GeForce RTX 4090
                • ​Windows 11 Pro

                Comment


                • #23
                  different project, but same issue. Everything was fine, MAX crashed, and now my LC just climbs to astronomical numbers!
                  Bobby Parker
                  www.bobby-parker.com
                  e-mail: info@bobby-parker.com
                  phone: 2188206812

                  My current hardware setup:
                  • Ryzen 9 5900x CPU
                  • 128gb Vengeance RGB Pro RAM
                  • NVIDIA GeForce RTX 4090
                  • ​Windows 11 Pro

                  Comment


                  • #24
                    and just like last time, I get an error about the MAX saving path not being valid. I didn't have a saving path enabled, which is odd. The only saving path I had was in PSD manager. My light cache.... is now at 598 hours, and climbing!
                    Bobby Parker
                    www.bobby-parker.com
                    e-mail: info@bobby-parker.com
                    phone: 2188206812

                    My current hardware setup:
                    • Ryzen 9 5900x CPU
                    • 128gb Vengeance RGB Pro RAM
                    • NVIDIA GeForce RTX 4090
                    • ​Windows 11 Pro

                    Comment


                    • #25
                      I have narrowed my issue down to trees. It doesn't matter which trees, from my library, I use. When I turn my trees off, it renders fine. I have tried proxies, but it isn't any better.
                      Bobby Parker
                      www.bobby-parker.com
                      e-mail: info@bobby-parker.com
                      phone: 2188206812

                      My current hardware setup:
                      • Ryzen 9 5900x CPU
                      • 128gb Vengeance RGB Pro RAM
                      • NVIDIA GeForce RTX 4090
                      • ​Windows 11 Pro

                      Comment


                      • #26
                        Okay! it must be a bug. I turned my trees off (only three trees), rendered a couple tests, and then I turned my trees back on. When I turned my trees back on it rendered fine. I didn't do anything, except turn them off, and back on again.
                        Bobby Parker
                        www.bobby-parker.com
                        e-mail: info@bobby-parker.com
                        phone: 2188206812

                        My current hardware setup:
                        • Ryzen 9 5900x CPU
                        • 128gb Vengeance RGB Pro RAM
                        • NVIDIA GeForce RTX 4090
                        • ​Windows 11 Pro

                        Comment

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