problem to save the image over net (BB)

I have some problems with BB and VFB. after rendering the VFB doesn’t save the image, although I wrote a “save to” path in VFB. the MFB saves the image correctly but I want to use the VFB. it’s a random problem, some rendernodes save the image some do not.

ah, and I have another problem with VFB. if it begins to render (LC and IM), there are strange buckets. each bucket looks like a colored noise and the image wont render. when finished the image is black. the MFB renders correctly.

anybody got similar problems?

best regards
themaxxer

What resolution are you rendering it? If it is a high-res image, it might be better to save a .vrimg or .exr file directly.

Best regards,
Vlado

the resolution is about 4000 px. is this a known problem?

best regagrds
themaxxer

yes, I’d say running out of memory is a known problem :wink:

when doing BB rendering i’d definately suggest to switch all VFBs off with the method previously posted a lot. Conserves a LOT of ram and with VRay’s Preview checkbox you can still check out the progress if needed without wasting SHITLOADS of ram.

Regards,
Thorsten

well, run out of memory is a known problem, but why the MFB renders correctely? does the VFB consume so much ram? and run out of memory would crash max, wouldn’t it?

best regards
themaxxer

well the bright coloured video-noise like buckets is a sign that you are right at the edge before it would crash in my experience. Mind you that max still creates its own VFB if you turn on the VRayVFB, so that means of course the VrayVFB needs more RAM. You can get around that by turning off “et Res from Max” and setting the max size to something like 1x1. To further save ram turn off “render to Memory VFB”. If you need the preview tick “Generate Preview”.

Regards,
Thorsten

P.S. of course there are a lot more ways to save ram. But as shown in a recent thread the VFB DOES need a lot of ram, esp with a lot of renderlements.

The V-Ray VFB takes up considerably more RAM as it stores the data in floating-point format whereas normally the 3ds Max frame buffer only uses 16 bpc; also the alpha is stored as RGB whereas the 3ds Max frame buffer stores it as a mono channel.

Also, when an application runs out of RAM, it does not automatically crash; the operating system just informs the application that the requested piece of memory could not be allocated. It is the fact that most of the times the application ignores this information and proceeds by assuming that the memory has been allocated, that causes a crash.

The V-Ray VFB simply checks these cases and avoids the crash, although it can’t display the image correctly.

Best regards,
Vlado