I am trying to render my image to 3400x2200 with vray 1.50 but it crashes as soon as it gets to “preparing global light manager”
I’m using VIZ2006 on a Xeon Dual 2.40GHz, 2GB Ram
I tried using dynamic under system rollout but it takes 20 hours to render :shock:
If your render crashes because of memory problems, you can try to save it to a vrimg in vray frame buffer. There you define your resolution, You can uncheck render to memory, and in max’s size you put something small like 20x20.
This way your render will directly be written to your vrimg and it will save you a lot of ram.
Then you can open the file in max and save it to a different image format, or use the vrimg2exr tool.
That all depends on your settings, remeber that you can lower the imap min/max by 1 for every time you double the output size and get the same detail. so -1/-3 at 300x600 would look the same as -2/-4 at 600x1200 and render faster than if left at -1/-3 for the big render.
regular (standard max) materials will be slower than vray materials. But not that much.
Just make sure your not using any raytrace or max’s architectual materials.
I dont have an account on cgarchitect so I cant see your render settings, can you brielfy run down what they are.
Also perhaps your IR map is funny, that can sometimes cause slow renders, might be a good idea to re-calc your IR and LC map especially since you removed the raytrace materials.
and what kind of lights do you have in scene? either I always missed a “preparing global light manager” message, or this is the first time I hear about it.
settings seem fine.
Your using vrayshadows I assume.
Sometimes having such a high environment multiplyer can slow things down, especially combined with unusual color mapping. What are your color mapping settings?
if you want to gamma correct the image you don’t need both multiplier and inverse gamma at .454, you’re actually making it darker this way. leave multiplier at 1.0 and just apply the inverse .454 gamma. or leave both at 1 and set gamma at 2.2
you may also want to check sub pixel mapping on, I spot a couple of artifacts that you can solve this way.
since I can’t come up with anything better: how many subdivisions are you using for those reflective/glossy mats such as floor and wood?