I have a basic light rig that transitions from day to night sky. It uses a vray sun/sky, 2 dome lights, some color correction and mix maps, a night HDRI and some custom attributes wired to an attribute holder to make adjustments all in once place. Once I wire up all the parameters the light rig crashes Vray/3dsmax during the “preparing lights” phase at render. If I leave the parameters unwired and just make the changes to maps in the mat editor instead it seems fines. Also, If I replace the color correction nodes with color correct nodes ( plugin by cuneytozdas.com ) this seems to make things more stable as well. Unfortunately we can’t use the color correct because it is a 3rd party plugin that our offsite rendering service doesn’t support. Pretty please help asap!
We looked at the file; unfortunately this seems to be a problem with the way the ColorCorrection texture is coded. If you look at the source code for this in the 3ds Max SDK, you will see that the values for the different parameters are taken from the parameter block of the texture while it is being called by the renderer. This is a) very slow (I see now why people complain about that :)) and b) not thread-safe. In this particular case, calling the parameter block leads to calling the wire controllers which are not coded to operate in a multithreaded way.
The same crash also occurs with the scanline renderer. We could probably fix the texture as its source comes with the 3ds Max SDK (or you can fix this on your end), but you’ll have to replace the mtl.dlt file. Or you could code your own texture that does the same thing in a more safe way. Or we can code such a texture for you, but it will take a while.
Either way, it’s probably a good idea to report this to Autodesk.
“We could probably fix the texture as its source comes with the 3ds Max SDK” How long would this take you? Unfortunately, we don’t have the resources to fix or write our own texture.