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Vray GPU stops render by itself. This issue has me at a breaking point.

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  • Vray GPU stops render by itself. This issue has me at a breaking point.

    I have a moderately dense scene which includes an ocean mesh + sim, vray volume grids, ChaosScatter, and TyFlow Caches. Vray GPU just decides to abort the render on a random frame no matter what I've tried. It seems as if it's running out of memory, but I've actively watched Task Manager, but only half of my available RAM and VRAM are ever used.

    This is what I've tried so far:
    - Convert objects with VrayDisplacementMod to proxies using this guide.
    - Rendered with light cache and brute force.
    - Revert to an older Vray version.
    - Update to the newest nightly version of Vray.
    - Create a new scene importing only necessary objects.
    - Update PC.
    - Disable "Hardware-accelerated GPU scheduling
    - Running the Vray Converter
    - Collapsed any possible geo to "Editable Polys"

    I'm just out of options at this point.
    I've uploaded the project file, but if there's a correct way to package everything, just let me know.

    Specs:
    CPU: i7-8700k
    GPU: RTX 3090ti
    RAM: 64gbs

    Vray version: V-Ray 6 for 3ds Max, update 2
    GPU driver: 546.01 Studio
    Attached Files

  • #2
    Link to scene file: https://drive.google.com/file/d/1kwI...ew?usp=sharing

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    • #3
      Okay it seems I've finally figured out the issue. The volume grids were VDBs imported from Embergen. Embergen's framerate and timestep are tied to the same variable (60hz/fps by default). In the VrayVolumeGrid, I set the play speed to 2.5 to achieve 24 fps.
      It seems Vray GPU doesn't like this and the half frame would cause the render to give up.

      So the solution was to set the timestep in Embergen to 48hz, and set the "frame stride" to 2 in order to have a clean 24fps VDB sequence. Seems to have completely solved the problem!

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