Hi, I think I can reproduce a stack trace / memory leak error with V-Ray 3.6
If you creat a really large MASH world (ie 1 million trees)
Then use the V-Ray clipepr on it, it will create a memory leak during the embree stage:
However. I can get around this by rendering the scene first with cache turned on, then turn the clipper on, then render again and there will be no stack trace or memory leak issue.
The moemory leak will only happen during the first render.
Hope it makes sense. Let me know if I can help out anymore with this one.
If you creat a really large MASH world (ie 1 million trees)
Then use the V-Ray clipepr on it, it will create a memory leak during the embree stage:
Code:
[2017/Sep/15|17:05:45] V-Ray: Building embree static accelerator ... Stack trace: vray.dll!VUtils::CameraFrustrum::operator= vray.dll!VUtils::CameraFrustrum::operator= vray.dll!VUtils::CameraFrustrum::operator= vray.dll!VUtils::CameraFrustrum::operator= vray.dll!VUtils::CameraFrustrum::operator= vray.dll!VUtils::CameraFrustrum::operator= vray.dll!VUtils::CameraFrustrum::operator= KERNEL32.DLL!BaseThreadInitThunk ntdll.dll!RtlUserThreadStart
The moemory leak will only happen during the first render.
Hope it makes sense. Let me know if I can help out anymore with this one.
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