Keep getting failed renders, need help urgently.

Hi I have to deliver some renders to a customer, but i keep getting errors.
These renders are 4k by 4k pixels, they were rendering well, until my client asked me to have a layer of a glass material over every object, I am having success rendering if i change the resolution to 500 by 500 px.
these are the logs of my attempts :

08/03/2022, 20:19:22 GI engines: ‘Brute force’ and ‘Light cache’
08/03/2022, 20:19:22 Preparing renderer…
08/03/2022, 20:19:22 Using Intel Embree ray server
08/03/2022, 20:19:22 Preparing scene for rendering…
08/03/2022, 20:19:22 startCameraTime=0.000000, endCameraTime=2.000000

08/03/2022, 20:19:22 numCameraTMs=2, numFrames=2, frameSamples=1

08/03/2022, 20:19:22 Creating bitmap manager
08/03/2022, 20:19:22 Bitmap manager created.
08/03/2022, 20:19:22 startCameraTime=0.000000, endCameraTime=2.000000

08/03/2022, 20:19:22 numCameraTMs=2, numFrames=2, frameSamples=1

08/03/2022, 20:19:22 startCameraTime=0.000000, endCameraTime=2.000000

08/03/2022, 20:19:22 numCameraTMs=2, numFrames=2, frameSamples=1

08/03/2022, 20:19:22 Map__221@tex_53@Input_adapter :: OSL include variable is VRAY_OSL_PATH=/root/.ChaosGroup/vray-cloud/work/drone/plugins/vray/5.20.20-3.10.00-f3ad6d8c-251151:/root/.ChaosGroup/vray-cloud/work/drone/plugins/phoenix/5-4.41.00-6feeecce6c-201497
08/03/2022, 20:19:22 Map__221@tex_53@Input_adapter :: OSL standard header is /root/.ChaosGroup/vray-cloud/work/drone/plugins/vray/5.20.20-3.10.00-f3ad6d8c-251151/stdosl.h
08/03/2022, 20:19:22 startCameraTime=0.000000, endCameraTime=2.000000

08/03/2022, 20:19:22 numCameraTMs=2, numFrames=2, frameSamples=1

08/03/2022, 20:19:22 startCameraTime=0.000000, endCameraTime=2.000000

08/03/2022, 20:19:22 numCameraTMs=2, numFrames=2, frameSamples=1

08/03/2022, 20:19:22 startCameraTime=0.000000, endCameraTime=2.000000

08/03/2022, 20:19:22 numCameraTMs=2, numFrames=2, frameSamples=1

08/03/2022, 20:19:22 Tiled texture cache set to 4000 MB
08/03/2022, 20:19:22 Light tree is enabled with clamp coefficient 0.1 and even split coefficient 0.5.
08/03/2022, 20:19:22 Initializing built-in VFB.
08/03/2022, 20:19:22 Resumable rendering is enabled - rendering can be stopped and resumed
08/03/2022, 20:19:22 OpenEXR compression type is 3
08/03/2022, 20:19:22 OpenEXR data window: render region
08/03/2022, 20:19:22 VFB writing to raw image file
08/03/2022, 20:19:22 Not creating VFB2 user interface because V-Ray is linked with wxWidgets
08/03/2022, 20:19:22 Failed to create VFB2 user interface.
08/03/2022, 20:19:22 Not creating VFB2 user interface because V-Ray is linked with wxWidgets
08/03/2022, 20:19:22 Failed to create VFB2 user interface.
08/03/2022, 20:19:22 startCameraTime=0.000000, endCameraTime=2.000000

08/03/2022, 20:19:22 numCameraTMs=2, numFrames=2, frameSamples=1

08/03/2022, 20:19:22 Max ray intensity is enabled: rendered result may have incorrect brightness.
08/03/2022, 20:19:22 Consistent lighting elements are enabled.
08/03/2022, 20:19:22 Preparing camera sampler.
08/03/2022, 20:19:22 Preparing scene for frame…
08/03/2022, 20:19:22 No uvw generator specified. Plugin name ‘Map__221@tex_53@Input_adapter’.

08/03/2022, 20:19:22 No uvw generator specified. Plugin name ‘Map__308@tex_52’.

08/03/2022, 20:19:22 Compiling geometry…
08/03/2022, 20:19:23 Preparing ray server.
08/03/2022, 20:19:23 Using Embree ray tracing.
08/03/2022, 20:19:23 Building Embree static trees took 197 milliseconds, memory used 164.72 MB
08/03/2022, 20:19:23 Building dynamic geometry trees took 0 ms.
08/03/2022, 20:19:23 Embree dynamic geometry tree contains 0 primitives.
08/03/2022, 20:19:23 Embree dynamic geometry tree built in 0.18 ms.
08/03/2022, 20:19:23 Embree dynamic geometry tree takes 0.00 MB.
08/03/2022, 20:19:23 Full rayserver build. Took 219.817 ms.
08/03/2022, 20:19:23 Scene bounding box is [-248194,-258471,-7888.6]-[251806,241529,26205.8]
08/03/2022, 20:19:23 Scene bounding box is too large, possible raycast errors.
08/03/2022, 20:19:23 Preparing direct light manager.
08/03/2022, 20:19:23 Scanning scene for light plugins.
08/03/2022, 20:19:23 5 lights found.
08/03/2022, 20:19:23 Using adaptive light evaluation with 8 lights.
08/03/2022, 20:19:23 2 render channels in sequence data
08/03/2022, 20:19:23 No additional render channels found; using optimized render channels calculations
08/03/2022, 20:19:23 Preparing global light manager.
08/03/2022, 20:19:23 Using 1.91 MB for adaptive lights buffer
08/03/2022, 20:19:23 Irradiance sample size is 84 bytes

08/03/2022, 20:19:23 Cannot use fast GI because secondary engine is not brute force or none
08/03/2022, 20:19:23 Photon size is 56 bytes.

08/03/2022, 20:19:23 Light cache sample size is 184 bytes.
08/03/2022, 20:19:23 Light cache built state is 0
08/03/2022, 20:19:23 Building light cache.
08/03/2022, 20:19:23 Tracing 1000000 image samples for light cache in 64 passes.

08/03/2022, 20:19:23 Using 490.19 MB for light cache preview buffer
08/03/2022, 20:24:49 Bitmap “bitmapBuffer_34_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)

08/03/2022, 20:24:49 Bitmap “bitmapBuffer_33_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)

08/03/2022, 20:27:15 Bitmap “bitmapBuffer_35_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)

08/03/2022, 20:27:26 Bitmap “bitmapBuffer_37_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)

08/03/2022, 20:27:51 Bitmap “bitmapBuffer_36_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)

08/03/2022, 20:28:13 Bitmap “bitmapBuffer_38_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)

08/03/2022, 21:04:16 Bitmap “bitmapBuffer_32_gsRGB” returned an invalid color (rgba 0.541434 0.569980 0.560656 0.000000)

renderer exited with code 139

All of the attempts had the same log, i am not really sure whats doing this, i also tried to look up code 139 to see what it was but cant really find the documentation.

Please any help is appreciated, as i need to deliver these renders in the next 2 days.

Hi @simo_silva ,

I’m sorry for the issue! Can you please send us a sample scene which reproduces the problem? Currently the information for the crash that we can read from the log is too general and the scene will help us see it in more detail. I’ll make sure that we answer you quickly enough.

Thanks,
Vladie

Hi @vladie thank you for taking the time to help me out!

you mean the 3ds max project ? i can send it , is there a way to send it privately ?

Hi @simo_silva ,

Sorry that I didn’t mention this. Yes, please share with me the 3ds Max project with the assets. You can send me the link in a Direct Message here in the forum.

Thanks,
Vladie

I have sent it hopefully you can find out whats wrong!

Quick update tried to render one in 2k, actually was working but failed once again

log details :

09/03/2022, 14:38:00GI engines: ‘Brute force’ and ‘Light cache’
09/03/2022, 14:38:00Preparing renderer…
09/03/2022, 14:38:00Using Intel Embree ray server
09/03/2022, 14:38:00Preparing scene for rendering…
09/03/2022, 14:38:00 startCameraTime=0.000000, endCameraTime=2.000000
09/03/2022, 14:38:00 numCameraTMs=2, numFrames=2, frameSamples=1
09/03/2022, 14:38:00Creating bitmap manager
09/03/2022, 14:38:00Bitmap manager created.
09/03/2022, 14:38:00 startCameraTime=0.000000, endCameraTime=2.000000
09/03/2022, 14:38:00 numCameraTMs=2, numFrames=2, frameSamples=1
09/03/2022, 14:38:00 startCameraTime=0.000000, endCameraTime=2.000000
09/03/2022, 14:38:00 numCameraTMs=2, numFrames=2, frameSamples=1
09/03/2022, 14:38:00Map__221@tex_53@Input_adapter :: OSL include variable is VRAY_OSL_PATH=/root/.ChaosGroup/vray-cloud/work/drone/plugins/vray/5.20.20-3.10.00-f3ad6d8c-251151:/root/.ChaosGroup/vray-cloud/work/drone/plugins/phoenix/5-4.41.00-6feeecce6c-201497
09/03/2022, 14:38:00Map__221@tex_53@Input_adapter :: OSL standard header is /root/.ChaosGroup/vray-cloud/work/drone/plugins/vray/5.20.20-3.10.00-f3ad6d8c-251151/stdosl.h
09/03/2022, 14:38:00 startCameraTime=0.000000, endCameraTime=2.000000
09/03/2022, 14:38:00 numCameraTMs=2, numFrames=2, frameSamples=1
09/03/2022, 14:38:00 startCameraTime=0.000000, endCameraTime=2.000000
09/03/2022, 14:38:00 numCameraTMs=2, numFrames=2, frameSamples=1
09/03/2022, 14:38:00 startCameraTime=0.000000, endCameraTime=2.000000
09/03/2022, 14:38:00 numCameraTMs=2, numFrames=2, frameSamples=1
09/03/2022, 14:38:00Tiled texture cache set to 4000 MB
09/03/2022, 14:38:00Light tree is enabled with clamp coefficient 0.1 and even split coefficient 0.5.
09/03/2022, 14:38:00Initializing built-in VFB.
09/03/2022, 14:38:00Resumable rendering is enabled - rendering can be stopped and resumed
09/03/2022, 14:38:00OpenEXR compression type is 3
09/03/2022, 14:38:00OpenEXR data window: render region
09/03/2022, 14:38:00VFB writing to raw image file
09/03/2022, 14:38:00Not creating VFB2 user interface because V-Ray is linked with wxWidgets
09/03/2022, 14:38:00●Failed to create VFB2 user interface.
09/03/2022, 14:38:00Not creating VFB2 user interface because V-Ray is linked with wxWidgets
09/03/2022, 14:38:00●Failed to create VFB2 user interface.
09/03/2022, 14:38:00 startCameraTime=0.000000, endCameraTime=2.000000
09/03/2022, 14:38:00 numCameraTMs=2, numFrames=2, frameSamples=1
09/03/2022, 14:38:00Max ray intensity is enabled: rendered result may have incorrect brightness.
09/03/2022, 14:38:00Consistent lighting elements are enabled.
09/03/2022, 14:38:00Preparing camera sampler.
09/03/2022, 14:38:00Preparing scene for frame…
09/03/2022, 14:38:00 No uvw generator specified. Plugin name ‘Map__221@tex_53@Input_adapter’.
09/03/2022, 14:38:00 No uvw generator specified. Plugin name ‘Map__308@tex_52’.
09/03/2022, 14:38:00Compiling geometry…
09/03/2022, 14:38:01Preparing ray server.
09/03/2022, 14:38:01Using Embree ray tracing.
09/03/2022, 14:38:01Building Embree static trees took 340 milliseconds, memory used 164.72 MB
09/03/2022, 14:38:01Building dynamic geometry trees took 0 ms.
09/03/2022, 14:38:01Embree dynamic geometry tree contains 0 primitives.
09/03/2022, 14:38:01Embree dynamic geometry tree built in 0.14 ms.
09/03/2022, 14:38:01Embree dynamic geometry tree takes 0.00 MB.
09/03/2022, 14:38:01Full rayserver build. Took 363.548 ms.
09/03/2022, 14:38:01Scene bounding box is [-248194,-258471,-7888.6]-[251806,241529,26205.8]
09/03/2022, 14:38:01Scene bounding box is too large, possible raycast errors.
09/03/2022, 14:38:01Preparing direct light manager.
09/03/2022, 14:38:01Scanning scene for light plugins.
09/03/2022, 14:38:015 lights found.
09/03/2022, 14:38:01Using adaptive light evaluation with 8 lights.
09/03/2022, 14:38:012 render channels in sequence data
09/03/2022, 14:38:01No additional render channels found; using optimized render channels calculations
09/03/2022, 14:38:01Preparing global light manager.
09/03/2022, 14:38:01Using 1.91 MB for adaptive lights buffer
09/03/2022, 14:38:01Irradiance sample size is 84 bytes
09/03/2022, 14:38:01Cannot use fast GI because secondary engine is not brute force or none
09/03/2022, 14:38:01Additional resuming data loaded successfully from resumed image
09/03/2022, 14:38:01Photon size is 56 bytes.
09/03/2022, 14:38:01Light cache sample size is 184 bytes.
09/03/2022, 14:38:01Light cache built state is 1
09/03/2022, 14:38:01Using premultiplied light cache.
09/03/2022, 14:38:01Rendering image.
09/03/2022, 14:40:12Bitmap “bitmapBuffer_34_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)
09/03/2022, 14:40:13Bitmap “bitmapBuffer_33_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)
09/03/2022, 14:40:17Bitmap “bitmapBuffer_37_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)
09/03/2022, 14:40:19Bitmap “bitmapBuffer_35_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)
09/03/2022, 14:40:20Bitmap “bitmapBuffer_36_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)
09/03/2022, 14:40:27Bitmap “bitmapBuffer_38_gsRGB” returned an invalid color (rgba 0.000000 0.000000 0.000000 0.000000)
09/03/2022, 14:42:48Bitmap “bitmapBuffer_32_gsRGB” returned an invalid color (rgba 0.148530 0.149469 0.130481 0.000000)
1 subjobs failed

Hi @simo_silva

Most probably the issue you have is related to displacement. You need to optimize it to fit the scene file into the memory.
If you use displacement in materials directly you can optimize it from here. Please increase the edge length parameter to reduce the geometry generated by displacement and save memory when increasing the resolution.
You can find out more here in our docs.
If you use the VRayDisplacement mod you can optimize the displacement from here.

Thank you! unfortunatly i had to go using bump maps only due to time constraints, but will experiment with that solution!