Okay, I have news. I have finally found the object that’s causing the problems and it’s currently rendering 3840x2160. Yippee!
So, first of all it was a Displacement that was causing me the headaches. I removed the Height Map from the VRAYmtl and the VrayDisplacementMod from the object and it just started working. Except now the lighting is all wrong, which is weird.
I’ve spent most of this week tinkering with the lights and now the Environment is too strong. I opened the file again, tried it at lower res with the problematic displacement, lighting was as I set it. I removed the problem DIsplacement and the Environment kicks in x10.
So, the object that was causing problems was a window frame and its glass. The scene is through a shop window. The shop’s window display is what we’re looking at and needed its displacement. But the Window Frame and its glass had a displacement of 1mm, to make the old flakey paint pop-out a bit. I can live without it, as the normals do almost all of the work. It’s just where I had paint on the glass, you know, where it’s been repainted year after year and they’ve gone over onto the glass, I really wanted to sell that paint effect and make it stand out a little. Never mind.
So, what do I think it was? Well, I think it was the glass. Using Substance Painter, the window frame was painted with the glass attached as part of the object and I used an opactiy channel, so I could paint onto the glass. Then, back in 3ds Max, I seperated the glass into its own object, seperate from the frame, and added a VRAYmtl set to glass, pumped into a composite node with the window frame texture composited over it, so that the paint is on the glass. Not sure if it was because it was a compsite or just because it’s the closest object to the camera that disappears out of frame, like Joelaff mentioned. I suppose the displacement on a composite over glass material caused it. Not sure why it alters the environment levels, but they’re easily tweaked again.
THE FIX
So, to present a fix for anybody else that’s having this issue - I litterally had to select an object, remove its displacement and try to render. If that wasn’t it, load the scene again so the deleted stuff is put back and select the next object, deleting its displacement and trying to render. Eventually you’ll find the object which is crashing the render, so you’ll atleast know what you’ve got to work on. The Error Log the VFB generates is no use at helping you know which is the problem object.
What would I like Chaos to do?
Perhaps add a debug line which states which object the Error Code relates to? That would have saved me a couple of days of trying random things. It would be cool to see it said in the log “Window Frame - Error building Embree static ray caster, error message: [EmbreeRayServer::doBuildSDTree] 3: Setting vertex buffer failed”. But go easy on me, I’m not a developer so I don’t know if it can be done
So thank you very much for all your help - I’ve learned some stuff and you’ve got me rendering again.
Also, once the project is out in the wild, I’ll try to remember to come back to this post and upload the image.
Cheers Everyone! You’ve all taught me so much today.
Simon.