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  • GPU render doesn't work for second scene

    Hi,

    I'm working on two interior scenes and I need to apply the changes from one scene at the other scene. So, both are open. I can render scene A, but if I try to render scene B, the GPU rendering doesn't work for scene B anymore, I get a lot of error messages. If I restart scene B than I can render this scene. Each scene needs approx. 2GB VRAM only.

    -Micha


    Code:
     
     [FONT="Roboto Bold"]Preparing renderer...[/FONT]  
    Creating bitmap manager
    
    Bitmap manager created.
    
    Scanning scene for light plugins.
    
    4 lights found.
    
    Using adaptive light evaluation with 8 lights.
    
    Light tree is enabled with clamp coefficient 0.1 and even split coefficient 0.5.
    
    CUDA renderer requested.
    
    CUDA renderer plugin already loaded.
    
    CUDA renderer plugin instance successfully created.
    
    EXT_RTOPENCL interface obtained successfully from CUDA renderer plugin instance.
    
    Using low thread priority.
    
    Max ray intensity is enabled: rendered result may have incorrect brightness.
    
    Using Embree ray tracing.
    
    SDTree statistics:
    
    Total number of faces stored: 5992164
    
    Max tree depth: 49
    
    Average tree depth: 26.8802
    
    Number of tree nodes: 2042901
    
    Number of tree faces: 17982271
    
    Number of tree leaves: 898449
    
    Average faces/leaf: 20.0148
    
    Memory usage: 712.73 MB
    
    Building static SD trees took 1334 milliseconds
    
    Using 0.92 MB for adaptive lights buffer
    
    Running RTEngine
    
    Initializing CUDA renderer with on-demand texture loading...
    
    Failed to allocate 2000 bytes, device 0, buffer
    
    Failed to allocate 6599544 bytes, device 0, buffer
    
    Failed to allocate 212992 bytes, device 0, buffer
    
    Failed to allocate 512 bytes, device 0, buffer
    
    Failed to allocate 16 bytes, device 0, buffer
    
    Failed to allocate 262144 bytes, device 1, buffer
    
    Failed to allocate 262144 bytes, device 1, buffer
    
    Failed to allocate 2000 bytes, device 1, buffer
    
    Failed to allocate 6599544 bytes, device 1, buffer
    
    Failed to allocate 212992 bytes, device 1, buffer
    
    Failed to allocate 512 bytes, device 1, buffer
    
    Failed to allocate 16 bytes, device 1, buffer
    
    Failed to allocate 262144 bytes, device 2, buffer
    
    Failed to allocate 262144 bytes, device 2, buffer
    
    Failed to allocate 2000 bytes, device 2, buffer
    
    SDTree statistics:
    
    Total number of faces stored: 5992164
    
    Max tree depth: 49
    
    Average tree depth: 26.8802
    
    Number of tree nodes: 2042901
    
    Number of tree faces: 17982271
    
    Number of tree leaves: 898449
    
    Average faces/leaf: 20.0148
    
    Memory usage: 712.73 MB
    
    Building static SD trees took 1334 milliseconds
    
    Using 0.92 MB for adaptive lights buffer
    
    Running RTEngine
    
    Initializing CUDA renderer with on-demand texture loading...
    
    Failed to allocate 2000 bytes, device 0, buffer
    
    Failed to allocate 6599544 bytes, device 0, buffer
    
    Failed to allocate 212992 bytes, device 0, buffer
    
    Failed to allocate 512 bytes, device 0, buffer
    
    Failed to allocate 16 bytes, device 0, buffer
    
    Failed to allocate 262144 bytes, device 1, buffer
    
    Failed to allocate 262144 bytes, device 1, buffer
    
    Failed to allocate 2000 bytes, device 1, buffer
    
    Failed to allocate 6599544 bytes, device 1, buffer
    
    ..........
    
    Failed to allocate 32 bytes, device 2, buffer
    
    Enabled Light Tree on GPU
    
    Failed to allocate 4 bytes, device 0, buffer
    
    Failed to allocate 4 bytes, device 1, buffer
    
    Failed to allocate 4 bytes, device 2, buffer
    
    Failed to allocate 11724 bytes, device 0, buffer
    
    Failed to allocate 11724 bytes, device 1, buffer
    
    Failed to allocate 11724 bytes, device 2, buffer
    
    Failed to allocate 4 bytes, device 0, buffer
    
    Failed to allocate 4 bytes, device 1, buffer
    
    Failed to allocate 4 bytes, device 2, buffer
    
    Failed to allocate 88 bytes, device 0, buffer
    
    Failed to allocate 88 bytes, device 1, buffer
    
    Failed to allocate 88 bytes, device 2, buffer
    
    Failed to allocate 4 bytes, device 0, buffer
    
    Error transferring render mask to device 0
    
    Failed to allocate 4 bytes, device 1, buffer
    
    Error transferring render mask to device 1
    
    Failed to allocate 4 bytes, device 2, buffer
    
    Error transferring render mask to device 2
    
    Failed to allocate 32 bytes, device 0, buffer
    
    Failed to allocate 32 bytes, device 1, buffer
    
    Failed to allocate 32 bytes, device 2, buffer
    
    Building light cache.
    
    Tracing 1000000 image samples for light cache in 64 passes.
    
    Using 153.18 MB for light cache preview buffer
    
    Bitmap file "D:\Texturen\Licht\Spot_02h.png" loaded.
    
    Merging light cache passes.
    
    Light cache contains 7948 samples.
    
    Light cache base memory usage is 1.2 MB.
    
    Using premultiplied light cache.
    
    Using adaptive lights ver2
    
    Failed to allocate 240000 bytes, device 0, buffer
    
    Failed to allocate 96 bytes, device 0, buffer
    
    Failed to allocate 240000 bytes, device 1, buffer
    
    Failed to allocate 96 bytes, device 1, buffer
    
    Failed to allocate 240000 bytes, device 2, buffer
    
    Failed to allocate 96 bytes, device 2, buffer
    
    Failed to allocate 414336 bytes, device 0, buffer
    
    Failed to allocate 96 bytes, device 0, buffer
    
    Failed to allocate 414336 bytes, device 1, buffer
    
    Failed to allocate 96 bytes, device 1, buffer
    
    Failed to allocate 414336 bytes, device 2, buffer
    
    Failed to allocate 96 bytes, device 2, buffer
    
    Failed to allocate 1252251 bytes, device 0, buffer
    
    Failed to allocate 96 bytes, device 0, buffer
    
    Failed to allocate 1252251 bytes, device 1, buffer
    
    Failed to allocate 96 bytes, device 1, buffer
    
    Failed to allocate 1252251 bytes, device 2, buffer
    
    Failed to allocate 96 bytes, device 2, buffer
    
    Failed to allocate 1252251 bytes, device 0, buffer
    
    Failed to allocate 96 bytes, device 0, buffer
    
    Failed to allocate 1252251 bytes, device 1, buffer
    
    Failed to allocate 96 bytes, device 1, buffer
    
    Failed to allocate 1252251 bytes, device 2, buffer
    
    Failed to allocate 96 bytes, device 2, buffer
    
    Failed to allocate 384 bytes, device 0, buffer
    
    Failed to allocate 384 bytes, device 1, buffer
    
    Failed to allocate 384 bytes, device 2, buffer
    
    Failed to allocate 52 bytes, device 0, buffer
    
    Failed to allocate 52 bytes, device 1, buffer
    
    Failed to allocate 52 bytes, device 2, buffer
    
    Adaptive light grid built in 4.07 ms.
    
    LightCache contains valid adaptive lights data. Building GPU adaptive lights...
    
    Failed to allocate 181664 bytes, device 0, buffer
    
    Failed to allocate 181664 bytes, device 1, buffer
    
    Failed to allocate 181664 bytes, device 2, buffer
    
    Failed to allocate 32 bytes, device 0, buffer
    
    Failed to allocate 32 bytes, device 1, buffer
    
    Failed to allocate 32 bytes, device 2, buffer
    
    Lightmap successfully loaded.
    
    GPU light cache: 11354 samples stored.
    
    GPU adaptive lights v1 built successfully
    
    [] D:\cgrepo\vraysdk\samples\vray_plugins\rt_private\rt_opencl_pri(3579) : CUDA error 2 : unable to allocate enough memory to perform the requested operation (out-of-mem)
    
    Mtls 13.12MB, Geo 832.53MB, Lights 0.00MB, LightCache 0.80MB, Reserved 23.12MB (data index 302775)
    
    Total GPU samples 0
    
    Mtls 13.12MB, Geo 832.53MB, Lights 0.00MB, LightCache 0.80MB, Reserved 23.12MB
    
    Device 0 statistics: N/A
    
    Device 1 statistics: N/A
    
    Device 2 statistics: N/A
    
    Number of raycasts: 13863542 (2.77 per pixel)
    
    Camera rays: 1000203 (0.20 per pixel)
    
    Shadow rays: 7719293 (1.54 per pixel)
    
    GI rays: 6927264 (1.39 per pixel)
    
    Reflection rays: 846407 (0.17 per pixel)
    
    Refraction rays: 7838 (0.00 per pixel)
    
    Unshaded rays: 2166110 (0.43 per pixel)
    
    Number of light evaluations: 12903920 (2.58 per pixel)
    
    Maximum memory usage for resman: 0.00 MB
    
    Number of intersectable primitives: 5992177
    
    SD triangles: 5992164
    
    MB triangles: 0
    
    Static primitives: 13
    
    Moving primitives: 0
    
    Infinite primitives: 0
    
    Static hair segments: 0
    
    Moving hair segments: 0
    
    Cleaning up bitmap manager
    
    Maximum memory usage for texman: 0.00 MB
    www.simulacrum.de ... visualization for designer and architects

  • #2
    Hi,

    Could you please share the project with us so we can investigate in detail? If this is alright, please send us an archived copy (V-Ray > Pack Project) via email or a file-sharing service of your choice

    Comment


    • #3
      Some days later now I tried to repeat the situation but it works. Also rendering both scenes at the same time is no problem. I will keep my eyes open.
      www.simulacrum.de ... visualization for designer and architects

      Comment

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