I’m not sure if anybody else is having this issue, but after V-ray NEXT upgrade I’m having extreme slowdowns in the LC precomputation, and it’s totally random.
I can launch a test render and it’s done in a few seconds, then relaunch the same render at it takes 5 minutes.
Does this happen on a specific scene, or on any scene? Can you get me a log file out of such a slow render compared to a fast render to vlado@chaosgroup.com ?
Best regards,
Vlado
It’s happening on a new scene I’m working on which is pretty heavy, but yesterday I’ve noticed it on an old scene too. You want me to send you the Vraylog.txt file? There are no errors in the log file as far as I can see.
Hello!
I had the chance to look into your scene and tried to reproduce the slow down using the provided files and additional description but I couldn’t. LC was always calculated consistently within seconds.
What I did was a couple of consecutive renders with the scene whithout changing anything, then rotate the dome light and render, repeat, then change its VRayHDRI file and render agan few times.
Is there something I might be missing in the routine? (The only plugin I miss is the splineland.dlm.)
* Which material did you edit when you experienced the slow down? Was the Material editor opened at render time? Slate or Compact editor mode?
* Which camera is the “grass view” that also reproduces it? (I couldn’t reproduce it using Cam_Baby_Pool.)
* Can you provide the other hdr file that you used in the dome light which caused the slow down on change?
* Do you use IPR or just single production renders when the slow down occurs?
Since we can’t reproduce it here so far some additional information may be helpful in finding the potential issue.
* Does it still happen if you disable “Adaptive dome (WIP)” option in the Sky Dome HDR light parameters?
* Does it still happen if you change the lights calculation type in the Global Switches (Uniform probabilistic or Adaptive lights instead of Full lights evaluation)?
* Does it still happen if you set Override mtl in the Render Settings to shade the complete scene with a default VRayMtl?
I appreciate all the details you share in order to clear the subject.
Thank you!
Best regards,
Margarita
I have a scene here where the LC never finishes calculation, too. I is using an OpenVDB in the scene that is causing the issue.
Please send it to margarita.stoeva@chaosgroup.com and I’ll look into it. Thank you!
I just tested in Next, I don’t get the Light Cache problem there.
Great to hear that!
Hi. I did exactly what you did. There are several cameras in the scene, and the problem occurs on each of them randomly. The splineland.dlm isn’t required to render since all the visible geometry is collapsed.
I’ve tried to disable “Adaptive dome” and it didn’t solve the problem.
I didn’t try the lights calculation types nor the complete ovveride material.
Will get back to you with the results.
Could it be a workstation hardware issue?
I’m till having the issue and it’s extremely frustrating. All the CPU cores are at 100%, but nothing happens for a minute or so. RAM usage is fixed, the computer is responsive, but the LC is stuck!
I’m working on a brand new scene which is extremely simple and as soon as I added some proxy trees, the problem started to happen. It’s not an adaptive dome light issue, nor adaptive lights issue.
I can confirm the problem persists with an override material applied to all geometry.
One other problem I’ve noticed from time to time is that 50% of the buckets gets stuck too in the middle of the rendering, and then resume after a while as if nothing happened.
I’ll post a video of the issues so you can get a clear idea of what I’m talking about.
I was working on the exact same workstation with V-ray 3 and it didn’t have this issue, so I’m king of ruling out a hardware problem.
I’ve had exactly the same issue. 3.6.
Render starts and progresses a little ( to a smiliar form of progression in the VFB seen on your video), stops for a while not updating the VFB, then suddenly takes off and starts to render the rest. I don’t have to wait quite as long as you.
Hello!
I believe you experience an issue that is already discussed in another thread:
Yavor has already provided some information there on how to handle this for now.
Best regards,
Margarita
I am aware of the VRAY_NUM_THREADS “trick” and in this case it’s not working. This is not the VFB not responding issue people (me included) are having with Max 2018. I’ve reverted to V-ray 3.6 and tested the same scenes and it’s calculating everything as it should. Having to randomly change 3ds Max process priority is NOT A SOLUTION. Many times it doesn’t help except totally locking your system when setting the priority above “normal”. My computer is perfectly responsive when rendering. The issue seems somehow related to the LC calculation phase, and it’s something that was introduced with the NEXT release.
Back this year I was one of the first persons to start the “VFB” not responding thread and Vlado sent me various nightly builds to try and fix the issue. In my case this was happening only on Max 2018 (V-ray 3.6). Today I’ve tested V-ray NEXT on max 2018 and the LC issue is still present + the not responding VFB.
To clarify things. This is not an issue of locked down system due to high CPU utilization where you cannot access the system while it’s rendering, but an issue where V-ray is literally doing “nothing” in the LC calculation phase. It is most probably still related to system threads priority, but now it manifests itself across all 3ds MAX versions. As a result, the LC calculation takes 500% more time than it should, and you can’t cancel the render.
Dropbox - Error - Simplify your life - Vray 3.6 same scene - after loading all the textures/proxies it’s blazing fast
Dropbox - Error - Simplify your life - Vray NEXT same scene - the first render was same as 3.6, but as soon as I relaunched the render it gets stuck
Dropbox - Error - Simplify your life - Vray NEXT same scene - other camera view demonstrating what happens when you try to stop/cancel the render
I’m kindly asking someone to take a look into this issue as it’s not the same as the other forum threads.
Is there any way I could get a Vray NEXT build where the “low thread priority” is not enabled by default?
Hi @king_max ,
i’m also encountering exactly the same problem as you have and for my understanding it’s also not related to the num_threads thing, there is something different going on here.
Same as you i had no problems last year with vray 3.6 to render scenes like that. But now it`s hardly possible to work with that bug.
I posted it 5 minutes ago here:
A fast solution to this would be awesome as i’m stucked right in a project with this bug!
Friends and colleagues of mine experienced the same things with 3.6. Sometimes a reinstall of Vray actually solved the problem. Might be worth giving it a shot.
thanks @Vizioen for that tip!
unfortunately i installed the new next version from a few days back yesterday with no benefit to that problem
I’ve just installed Max 2019 and fresh installed the latest build of V-ray 4. The problem persists. It’s impossible to work, so I’ve reverted back to 3.6. This issue should be addressed asap.
I’m having the same problem here. Just installed Vray Next 2 days ago. Working with a quite simple scene with some forest objects and some proxys. When I hide the big trees proxys and forest objects (just the big trees ones) Light Cache runs perfectly (15 -20 seconds), but when I unhide them it takes very long time (7 minutes aprox). And I’m just rendering a test render at 1.500 pixels…
The scene wit Vray 3.6 works perfect.
Is there any solution to this anoying bug?
Having exactly the same problem now. Everything’s fine in the IPR but when I start the production render, the light cache kicks off and slowly wheezes through, never completing. Getting rid of all the Forest Pack objects fixes the problem. It’s not one Forest pack causing the problem. Happens with any one of them and seems to be causing an issue with the light cache.
EDIT: Seems to be something with overlapping meshes. Reduce the density of the Forest object enough and the problem goes away. LC behaves normally again.
Something’s seriously wrong here.
EDIT2: Actually, that’s not it. The culprit for me happens to be “motion blur” enabled in the physical camera. Untick that and everything works normally again.
I found that restarting 3dsmax the scene works fine. I mean, if I’m working on any other scene,save it, and open the scene with the proxys and Forest Objects, the Light Cache calculation is too slow or even doesn`t start. But if I restart 3dsmax and open the problematic scene, it works fine.
This is really disturbing.