I’ve received a set from a game developer that is taking a very long time updating instances, I’ve disabled displacement and even replaced all the materials with a single VRay mat with no effect.
the scene renders super quick with scanline and very quick after vray has updated instances
in a cut down version of the scene the vray messages dialog gives me 107 render objects 107 render instances, though there are no instances.
an interesting note is that opening and closing VRay properties takes longer than usual
I know this can happen on 64-bit 3ds Max but as of this time I have no idea what is causing it. It seems rather random and not related to anything that V-Ray specifically does.
thanks anyway Vlado, I’ve never come across this. I’ve tried it on a couple of machines and they both do the same, neither are 64 though.
I tried attaching all the object together to see what happens and that helped, so I’m attaching as many as possible together.
originally when we got the scene all the objects had separate materials(even thought they were the same) but condensing them didn’t really help. they also need all their verts welded, so don’t know what going on with the game exporter I assume something there was causing the problem.
I have the same problem, only just noticed this happening in the last coupld of days.
All my geometry is modeled in max 2008 64bit. When I render, it keeps getting stuck on updating instances. I hide the geom its got stuck on, it just moves to the next one!.
I do have instanced uvm mapping on the geom. Its a real issue at the moment for us. Very simple scenes taking ages just to start.
Open fresh new 3ds max
Import>Merge
Merge all your scene, go to F10, set up Vray, disable things like Displacement, texture filtering everything basically and just render, then slowly enable it. It might help you.
If this wont help. U could try to export whole scene to OBJ, then Import back in new 3ds max scene. During exporting/importing time take care to scan over the progress bar. U might see model that takes long to imp/exp which could cause it.
Hello,
What do you have your dynamic memory limit set as? (In the SETTING tab) if its the default 400mb it might be that…i usually set mine as 3000 or 4000. But you have to have the Ram to do it.
wow what an old thread bump.
from 3 year old memory, the only thing i could do was attach as much as possible.
if i got that now I would try dynamic memory first as fizzgig said
the Pompeii Job I finished last year used a metric assload of objects and I had to use 32bit version (for physx & rayfire) but noticed it handled the scenes a lot better. at the time I thought it was our plug-ins, but now I wonder if it was 64bit max