I am not sure if it is just me, or if it is just how it is, but canceling a render takes forever. I can wait 15 minutes for a render to cancel, and even longer when I am using PDF Manager.
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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
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I am using 2.40.04Bobby 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
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It might be a combination of the two, but it doesn't happen with only solidrocks.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
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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
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psd-manager does nothing when the render was cancelled. However, before the render it will request the creation of certain G-Buffer channels that it may need (only if you use any of the mask generation features). So that is the only influence I can imagine if you cancel mid-render. The G-Buffer is handled entirely by 3ds max + V-Ray.
Here is a test to figure out if 3ds max/V-Ray maybe has trouble with the G-Buffer cleanup after the render:
Remove the psd-manager effect and try rendering to RPF format. In the RPF setup dialog enable the channels Material-ID, Object-ID, Node-Render.ID, Coverage, Transparency, Sub-Pixel-Weight. This will cause the 3ds max Framebuffer + G-Buffer to be created by 3ds max/V-Ray (similar to what psd-manager would usually request).
DanielDaniel Schmidt - Developer of psd-manager
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Originally posted by Nicinus View PostBobby, aren't you using SolidRocks? I have an issue where it says "restoring materials" after render finish that sometimes takes very long. Do you see that message?Kind Regards,
Richard Birket
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it has to be something in V-Ray. I say this, because when I change how I am rendering (different settings), I don't get the delay. same model, same everything, except different v-ray settings.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
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Originally posted by glorybound View Postit has to be something in V-Ray. I say this, because when I change how I am rendering (different settings), I don't get the delay. same model, same everything, except different v-ray settings.
Best regards,
VladoI only act like I know everything, Rogers.
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yes. let me work on getting you the scene when it is being difficult.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
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it seems to be a multiscatter issue. New project, pretty simple one, and multiscatter is mucking things up.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
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I guess multiscatter doesn't like proxies. I have been fighting this screen all day, and I tracked it down to multiscatter objects. When I got rid of the proxies, everything started to render fine.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
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