Everytime I want to render, the light cache starts calculating, stops after about half a second, freezes for a moment and the max crashes with no visible reason.
I have 3ds Max 2015 SP2 and V-Ray 2.50.01 installed.
When I save the file as Max2013, reopen it, it works for exactly one rendering. When I want to render it a second time or another frame, it crashes again - even without saving or changing anything.
It also happens when I send the scene out for network rendering with backburner.
I don’t know that problem of Jiri Matys, but concerning my initial problem:
I guess I cannot send you the scene right now because it contains sensitive data from a customer.
I don’t think I can reproduce that error without those models, because except of them there is only a vrayplane and a dome light in the scene…
Usually I got one, but when I wanted to reproduce it just now, it gives me another error indicating, that the f-edge plugin causes the error.
Maybe because I use imported CAD-data there is a problem with open edges.
I am pretty sure, that the other scene I had that error in, was with no f-edge but with vray edges tex.
But maybe it was also because of open edges in the cad-data, that often causes any problems.
I will have an eye on this and will come back, if the error is of another cause.
Hi
don’t know if this is related or is helpful - I also had a scene recently where the light cache would start and then crash Max completely. This was in Max Design 2014 (Vray 3.00.07). The problem started when I did a boolean operation on some imported Revit geometry. When I converted the geometry to poly everything was cool again
Hi again.
Attached is the offending bit of geometry in the scene. It will render in scanline and Mental Ray, but will crash Vray. Mental Ray complains about bad face normals, but it will render it. As you will see in the file there is a Pro-boolean applied which is causing the problem.
We have fixed the crash with this type of geometry, but warnings will be printed to the V-Ray log for invalid normals.
The polygons that have wrong normals will be rendered. However, the fix is in the nightly builds only.