We were in the middle of a project that has some intense night scenes when the Vray Next Update 2 came out. This seemed like a godsend, as our scenes had random flicker from some lights and not others. We had been in the process of narrowing it down to which lights seemed to have issues when we saw that hash maps had been added for GPU rendering and they reduced flicker. Perfect, we thought. However... now I can't seem to bake a light cache at all. It gets all the way through and then gives a very non-descriptive "Fatal Rendering Error" and doesn't save the cache.
Some background on the scene itself - it's many millions of polys (over 100 million when everything is set to "Maya Model" and not "preview" or "bounding box"), most of them are Vray Proxies and referenced in. When I say it's intense, I mean we have multiple thousands of lights or light materials. Again, most of these are instanced Vray Proxies. But we have a large refinery scene, at night, so we have little tiny lights on the buildings, street lights, large projector style lights highlighting the main area of interest, and a "sun" set to be more like a moon with a dome light - I've attached an example image, pre post work. Before this update, we were able to experiment, figured out that caching out the light cache at a decently high amount (12000 subdivs and 0.07 sample size, high depth, retrace, etc) and using sufficiently high settings (16 min, 64 max, 0.02 or 0.01 Threshold) got us acceptable render times and limited flicker. We were looking at 30-45 minutes per frame on our high end machines. Not amazing, but doable. Saving out a light cache allowed us to use the high settings without the per frame time hit.
We can use CPU to render, flicker free, but we are looking at 3.5-4 hours per frame with a light cache/IR map setting. Not especially doable. Definitely worst case scenario.
We were able to render using the KD Tree method, but now we are stuck. Hash Map is working great in our interior and Day scenes (max 15 lights in those) but seems to just... choke at the end with these scene. And DON'T get me started on the "Translating Geometry" issue between the day and night scenes (spoiler, it's much, much, much SLOWER in the Day scenes of all things). Considering a light cache takes 2.5 hours on our threadripper 16 core, 128GB, RTX 2080 ti, etc etc computers, testing this has been a nightmare. Having it die at the very end of that, when we can see the light cache that looks finished but won't merge and save.... gah.
We would love any and all help, as we are at our wits end. I'm at the point where I think I have to start turning off groups of lights but my boss is beyond pissed because this is due entirely too soon for comfort and we have other clients that also need renders. Chaos Group, we have sent over an email to support@chaosgroup.com in anticipation of getting some help. This is copied in that email (except for the images) and we'll mention this post. The archive of the scene itself is rather large, as one might expect. Thank you all in advance, hopefully people smarter than we are can tell us what we are doing wrong!
Some background on the scene itself - it's many millions of polys (over 100 million when everything is set to "Maya Model" and not "preview" or "bounding box"), most of them are Vray Proxies and referenced in. When I say it's intense, I mean we have multiple thousands of lights or light materials. Again, most of these are instanced Vray Proxies. But we have a large refinery scene, at night, so we have little tiny lights on the buildings, street lights, large projector style lights highlighting the main area of interest, and a "sun" set to be more like a moon with a dome light - I've attached an example image, pre post work. Before this update, we were able to experiment, figured out that caching out the light cache at a decently high amount (12000 subdivs and 0.07 sample size, high depth, retrace, etc) and using sufficiently high settings (16 min, 64 max, 0.02 or 0.01 Threshold) got us acceptable render times and limited flicker. We were looking at 30-45 minutes per frame on our high end machines. Not amazing, but doable. Saving out a light cache allowed us to use the high settings without the per frame time hit.
We can use CPU to render, flicker free, but we are looking at 3.5-4 hours per frame with a light cache/IR map setting. Not especially doable. Definitely worst case scenario.
We were able to render using the KD Tree method, but now we are stuck. Hash Map is working great in our interior and Day scenes (max 15 lights in those) but seems to just... choke at the end with these scene. And DON'T get me started on the "Translating Geometry" issue between the day and night scenes (spoiler, it's much, much, much SLOWER in the Day scenes of all things). Considering a light cache takes 2.5 hours on our threadripper 16 core, 128GB, RTX 2080 ti, etc etc computers, testing this has been a nightmare. Having it die at the very end of that, when we can see the light cache that looks finished but won't merge and save.... gah.
We would love any and all help, as we are at our wits end. I'm at the point where I think I have to start turning off groups of lights but my boss is beyond pissed because this is due entirely too soon for comfort and we have other clients that also need renders. Chaos Group, we have sent over an email to support@chaosgroup.com in anticipation of getting some help. This is copied in that email (except for the images) and we'll mention this post. The archive of the scene itself is rather large, as one might expect. Thank you all in advance, hopefully people smarter than we are can tell us what we are doing wrong!
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