Tiled texture cache set to 4000 mb ошибка

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InnaGGG

Репутация: 16

На сайте c 09.12.2013
Сообщений: 66
boston

Всем привет! Подскажите пожалуйста, кто сталкивался, Vray GPU 5 останавливается на pass 0. С чем это может быть связано? При этом тот же самый файл с теми же настройками рендерился нормально вчера, просто добавила больше обьектов. Textures-Mode уже поставила на on-demand mip-mapped… Спасибо!

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albatr0s

Репутация: 12188

На сайте c 31.03.2011
Сообщений: 9666
Renderfarm

поставьте time limit 0

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InnaGGG

Репутация: 16

На сайте c 09.12.2013
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boston

xpp_nd_ruphus — спасибо! Поставила, не помогло smiley-sorry.gif

upd — это была проблема с RAM лимитом для текстур. Выдает ошибку, что tiled texture cache set to 4000 mb. Не нашла, как этот лимит поднять именно в Vray GPU настройках. Он прописан только в Vray Next для CPU rendering.

Hо, ставлю Textures — Mode — Resize — 512 и все начинает работать. Сейчас посмотрю, как это влияет на качество.

Если кто-то знает, как поднять  tiled texture cache set для GPU rendering — дайте знать smiley-smile.gif

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m03g0ed

Репутация: 454

На сайте c 15.06.2008
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Донецк

Nightt:
слив моделей

Пожизненный бан

А какая видеокарта?

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InnaGGG

Репутация: 16

На сайте c 09.12.2013
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boston

m03g0ed — NVIDIA RTX 2060

Еще один update, если кто-то еще сталкнется с такой проблемой — в самих настройках NVIDIA можно поставить high performance и все заработало на режиме on-demand mip-mapped

aaaaa.png

Pretty much this, only the sphere is not showimg the bifrost

And this is the output window, I can’t tell much from it tbh…

Initialized VP2.0 renderer {
  Version : 2016.11.62.12. Feature Level 5.
  Adapter : NVIDIA GeForce RTX 3050 Ti Laptop GPU/PCIe/SSE2
  Vendor ID: 4318. Device ID : 39528
  Driver : .
  API : OpenGL V.4.6.
  Max texture size : 16384 * 16384.
  Max texture coords : 32
  Shader versions supported (Vertex: 5, Geometry: 5, Pixel 5).
  Shader compiler profile : (Best card profile)
  Active stereo support available : 0
  GPU Memory Limit : 4096 MB.
  CPU Memory Limit : 15220.8 MB.
  MultiDraw consolidation : enabled
}
OpenCL evaluator is attempting to initialize OpenCL.
Detected 2 OpenCL Platforms: 
 0: NVIDIA Corporation. NVIDIA CUDA. OpenCL 3.0 CUDA 12.1.68.
 Supported extensions: cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_fp64 cl_khr_3d_image_writes cl_khr_byte_addressable_store cl_khr_icd cl_khr_gl_sharing cl_nv_compiler_options cl_nv_device_attribute_query cl_nv_pragma_unroll cl_nv_d3d10_sharing cl_khr_d3d10_sharing cl_nv_d3d11_sharing cl_nv_copy_opts cl_nv_create_buffer cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_device_uuid cl_khr_pci_bus_info cl_khr_external_semaphore cl_khr_external_memory cl_khr_external_semaphore_win32 cl_khr_external_memory_win32 
 Selected matching OpenCL Platform: NVIDIA Corporation NVIDIA CUDA OpenCL 3.0 CUDA 12.1.68.
 1: Intel(R) Corporation. Intel(R) OpenCL HD Graphics. OpenCL 3.0 .
 Supported extensions: cl_khr_byte_addressable_store cl_khr_fp16 cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_icd cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_intel_command_queue_families cl_intel_subgroups cl_intel_required_subgroup_size cl_intel_subgroups_short cl_khr_spir cl_intel_accelerator cl_intel_driver_diagnostics cl_khr_priority_hints cl_khr_throttle_hints cl_khr_create_command_queue cl_intel_subgroups_char cl_intel_subgroups_long cl_khr_il_program cl_intel_mem_force_host_memory cl_khr_subgroup_extended_types cl_khr_subgroup_non_uniform_vote cl_khr_subgroup_ballot cl_khr_subgroup_non_uniform_arithmetic cl_khr_subgroup_shuffle cl_khr_subgroup_shuffle_relative cl_khr_subgroup_clustered_reduce cl_intel_device_attribute_query cl_khr_suggested_local_work_size cl_intel_spirv_media_block_io cl_intel_spirv_subgroups cl_khr_spirv_no_integer_wrap_decoration cl_intel_unified_shared_memory cl_khr_mipmap_image cl_khr_mipmap_image_writes cl_intel_planar_yuv cl_intel_packed_yuv cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_image2d_from_buffer cl_khr_depth_images cl_khr_3d_image_writes cl_intel_media_block_io cl_khr_gl_sharing cl_khr_gl_depth_images cl_khr_gl_event cl_khr_gl_msaa_sharing cl_intel_dx9_media_sharing cl_khr_dx9_media_sharing cl_khr_d3d10_sharing cl_khr_d3d11_sharing cl_intel_d3d11_nv12_media_sharing cl_intel_sharing_format_query cl_khr_pci_bus_info cl_intel_subgroup_local_block_io cl_intel_split_work_group_barrier cl_intel_simultaneous_sharing  
OpenCL evaluator choosing OpenCL platform NVIDIA Corporation.
Choosing OpenCL Device NVIDIA GeForce RTX 3050 Ti Laptop GPU.  Device Type: GPU  Device is available.

[2023/Mar/22|06:19:53] V-Ray: V-Ray 6 for Maya, hotfix 1 version 6.00.03 from Dec  6 2022, 15:42:46
[2023/Mar/22|06:19:53] V-Ray: V-Ray core version is 6.00.21
[VMAYA PT] Loaded and initialized C:/Program Files/Chaos Group/V-Ray/Maya 2022 for x64/maya_vray/./translators/vraytr_bercon_special.dll
[VMAYA PT] Loaded and initialized C:/Program Files/Chaos Group/V-Ray/Maya 2022 for x64/maya_vray/./translators/vraytr_flakes2_translators.dll
[VMAYA PT] Loaded and initialized C:/Program Files/Chaos Group/V-Ray/Maya 2022 for x64/maya_vray/./translators/vraytr_geometry_translators.dll
[VMAYA PT] Loaded and initialized C:/Program Files/Chaos Group/V-Ray/Maya 2022 for x64/maya_vray/./translators/vraytr_texdirt_translator.dll
[VMAYA PT] Loaded and initialized C:/Program Files/Chaos Group/V-Ray/Maya 2022 for x64/maya_vray/./translators/vraytr_uvwgen_bercon.dll
[2023/Mar/22|06:19:55] V-Ray: Loading plugins from "C:/Program Files/Chaos Group/V-Ray/Maya 2022 for x64/maya_vray/vrayplugins\vray_*.dll"
[2023/Mar/22|06:19:56] V-Ray: 71 plugin(s) loaded successfully
[2023/Mar/22|06:19:56] V-Ray: Finished loading plugins.
V-Ray VolumeGrid: loading C:/Program Files/Chaos Group/V-Ray/Maya 2022 for x64/maya_vray/./scripts/VRayVolumeGridInit.mel...
V-Ray VolumeGrid: OK.
[2023/Mar/22|06:19:57] V-Ray: Registered dynamic node vrayMultiProjection (id: 1115335/0x001104C7)
[2023/Mar/22|06:19:57] V-Ray: Registered dynamic node VRayCurvature (id: 1115347/0x001104D3)
[2023/Mar/22|06:19:57] V-Ray: Registered dynamic node VRayPointParticleMtl (id: 1115353/0x001104D9)
[2023/Mar/22|06:19:57] V-Ray: Registered dynamic node VRayStochasticFlakesMtl (id: 1115359/0x001104DF)
[2023/Mar/22|06:19:57] V-Ray: Registered dynamic node VRayAlSurface (id: 1115350/0x001104D6)
[2023/Mar/22|06:19:57] V-Ray: Registered dynamic node VRayHairNextMtl (id: 1115320/0x001104B8)
[2023/Mar/22|06:19:57] V-Ray: Registered dynamic node VRayBerconNoise (id: 1115370/0x001104EA)
[2023/Mar/22|06:19:57] V-Ray: Registered dynamic node VRayFiltering (id: 1207503/0x00126CCF)
[2023/Mar/22|06:19:57] V-Ray: Registered dynamic node VRayCarPaint2Mtl (id: 1207504/0x00126CD0)
[2023/Mar/22|06:19:57] V-Ray: Registered dynamic node VRayFlakes2Mtl (id: 1207506/0x00126CD2)
[2023/Mar/22|06:19:57] V-Ray: Registered dynamic node VRayColorCorrection (id: 1207509/0x00126CD5)
00:00:00  1041MB         | log started Wed Mar 22 06:19:57 2023
00:00:00  1041MB         | Arnold 6.2.0.1 [903992ac] windows clang-10.0.1 oiio-2.2.1 osl-1.11.6 vdb-7.1.1 clm-2.0.0.235 rlm-12.4.2 optix-6.6.0 2021/02/09 10:40:42
00:00:00  1041MB         | running on Mohamed_HP, pid=18580
00:00:00  1041MB         |  1 x 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (6 cores, 12 logical) with 16021MB
00:00:00  1041MB         |  NVIDIA driver version 531.18 (Optix 60806)
00:00:00  1041MB         |  GPU 0: NVIDIA GeForce RTX 3050 Ti Laptop GPU @ 1485MHz (compute 8.6) with 4095MB (2446MB available) (NVLink:0)
00:00:00  1041MB         |  Windows 10 (version 10.0, build 22621)
00:00:00  1041MB         |  soft limit for open files is set at 2048
00:00:00  1041MB         |  
00:00:00  1041MB         | loading plugins from C:\Program Files\Autodesk\Arnold\maya2022\bin\..\plugins ...
00:00:00  1041MB         |  alembic_proc.dll: alembic uses Arnold 6.2.0.1
00:00:00  1042MB         |  cryptomatte.dll: cryptomatte uses Arnold 6.2.0.1
00:00:00  1042MB         |  cryptomatte.dll: cryptomatte_filter uses Arnold 6.2.0.1
00:00:00  1042MB         |  cryptomatte.dll: cryptomatte_manifest_driver uses Arnold 6.2.0.1
00:00:00  1043MB         |  synColor_shaders.dll: color_manager_syncolor uses Arnold 6.2.0.1
00:00:00  1076MB         |  usd_proc.dll: usd uses Arnold 6.2.0.1
00:00:00  1076MB         | loaded 6 plugins from 4 lib(s) in 0:00.12
[2023/Mar/22|06:19:59] V-Ray: Clearing bitmap cache memory...
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
[VMAYA PT] Loaded and initialized C:/Program Files/Chaos Group/V-Ray/Maya 2022 for x64/maya_vray/./translators/vraytr_usd_translator08.dll
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
RENDER TYPE: 0

V-Ray: Starting render
[2023/Mar/22|06:20:56] V-Ray: Exporting scene to V-Ray.
[2023/Mar/22|06:20:56] V-Ray: Parsing light links time  0h  0m  0.0s (0.0 s)
[2023/Mar/22|06:20:56] V-Ray: Translating scene geometry for V-Ray
[2023/Mar/22|06:20:56] V-Ray: Translating scene geometry for V-Ray (finished in [ 0h  0m  0.0s])
[2023/Mar/22|06:20:56] V-Ray: Total time translating scene for V-Ray  0h  0m  0.1s (0.1 s)
[2023/Mar/22|06:20:56] V-Ray: Rendering.
[2023/Mar/22|06:20:56] V-Ray: Bitmap manager created.
[2023/Mar/22|06:20:56] V-Ray: Rendering frames.
[2023/Mar/22|06:20:56] V-Ray: Updating frame at time 1.00
[2023/Mar/22|06:20:56] V-Ray: Updating frame at time 1.00 (finished in [ 0h  0m  0.0s])
[2023/Mar/22|06:20:56] V-Ray: Total time updating frame  0h  0m  0.0s (0.0 s)
[2023/Mar/22|06:20:56] V-Ray: GI engines: 'Brute force' and 'Light cache'
[2023/Mar/22|06:20:56] V-Ray: Preparing renderer...
[2023/Mar/22|06:20:56] V-Ray: CUDA renderer requested.
[2023/Mar/22|06:20:56] V-Ray: 1 plugin(s) loaded successfully
[2023/Mar/22|06:20:56] V-Ray: CUDA renderer plugin successfully loaded from "C:\Program Files\Chaos Group\V-Ray\Maya 2022 for x64\maya_vray\bin\rt_cuda.dll"
[2023/Mar/22|06:20:56] V-Ray: CUDA renderer plugin instance successfully created.
[2023/Mar/22|06:20:56] V-Ray: EXT_RTOPENCL interface obtained successfully from CUDA renderer plugin instance.
[2023/Mar/22|06:20:56] V-Ray: Using 11 threads for CPU, 6 threads per GPU device
[2023/Mar/22|06:20:56] V-Ray: Preparing scene for rendering...
[2023/Mar/22|06:20:56] V-Ray:  (Estimated time remaining:  0h  0m  0.1s): 10 % completed.
[2023/Mar/22|06:20:56] V-Ray:  (Estimated time remaining:  0h  0m  0.1s): 20 % completed.
[2023/Mar/22|06:20:56] V-Ray: Tiled texture cache set to 4000 MB
[2023/Mar/22|06:20:56] V-Ray:  (Estimated time remaining:  0h  0m  0.4s): 30 % completed.
[2023/Mar/22|06:20:56] V-Ray:  (Estimated time remaining:  0h  0m  0.3s): 40 % completed.
[2023/Mar/22|06:20:56] V-Ray:  (Estimated time remaining:  0h  0m  0.2s): 50 % completed.
[2023/Mar/22|06:20:56] V-Ray:  (Estimated time remaining:  0h  0m  0.1s): 60 % completed.
[2023/Mar/22|06:20:56] V-Ray:  (Estimated time remaining:  0h  0m  0.1s): 70 % completed.
[2023/Mar/22|06:20:56] V-Ray:  (Estimated time remaining:  0h  0m  0.0s): 80 % completed.
[2023/Mar/22|06:20:56] V-Ray:  (Estimated time remaining:  0h  0m  0.0s): 90 % completed.
[2023/Mar/22|06:20:56] V-Ray: Preparing scene for rendering... (finished in [ 0h  0m  0.2s])
[2023/Mar/22|06:20:56] V-Ray: Light tree is enabled with clamp coefficient 0.1 and even split coefficient 0.5.
[18580:20392:0322/062056.636:ERROR:cache_util_win.cc(21)] Unable to move the cache: Access is denied. (0x5)
[18580:20392:0322/062056.636:ERROR:cache_util.cc(139)] Unable to move cache folder C:\Users\moham\AppData\Local\Autodesk\Maya-2022\QtWebEngine\Default\GPUCache to C:\Users\moham\AppData\Local\Autodesk\Maya-2022\QtWebEngine\Default\old_GPUCache_000
[18580:20392:0322/062056.636:ERROR:disk_cache.cc(184)] Unable to create cache
[18580:20392:0322/062056.636:ERROR:shader_disk_cache.cc(606)] Shader Cache Creation failed: -2
[2023/Mar/22|06:20:56] V-Ray: Using normal thread priority.
[2023/Mar/22|06:20:56] V-Ray: Using 11 threads for CPU, 6 threads per GPU device
[2023/Mar/22|06:20:56] V-Ray: Bucket size increased to (128, 128) in order to improve GPU utilization.
[2023/Mar/22|06:20:57] V-Ray warning: Subpixel color mapping is incompatible with adaptive lights and will be ignored.
[2023/Mar/22|06:20:57] V-Ray: Max ray intensity is enabled: rendered result may have incorrect brightness.
[2023/Mar/22|06:20:57] V-Ray: Using 11 threads for CPU, 6 threads per GPU device
[2023/Mar/22|06:20:57] V-Ray warning: Create Fire Lights isn't supported on V-Ray GPU! The option will be ignored.
[2023/Mar/22|06:20:57] V-Ray: [PhoenixCachePlugin] Frame data 1000 successfully loaded from .
[2023/Mar/22|06:20:57] V-Ray: [PhoenixSimPlugin] grid 0 0 0 - 50 70 50, cache index 0.
[2023/Mar/22|06:20:57] V-Ray: Preparing scene for frame...
[2023/Mar/22|06:20:57] V-Ray:  (Estimated time remaining:  0h  0m  2.0s): 10 % completed.
[2023/Mar/22|06:20:57] V-Ray:  (Estimated time remaining:  0h  0m  0.9s): 20 % completed.
[2023/Mar/22|06:20:57] V-Ray:  (Estimated time remaining:  0h  0m  0.6s): 30 % completed.
[2023/Mar/22|06:20:57] V-Ray: Dome light resolution increased from 512 to 2048 for light "VRayLightDomeShape1"
[2023/Mar/22|06:20:58] V-Ray: Bitmap file "E:/_3D/HDRIs/Space/HDRI SPACE ROOM PACK/nebula n0.hdr" loaded.
[2023/Mar/22|06:20:58] V-Ray:  (Estimated time remaining:  0h  0m  2.6s): 40 % completed.
[2023/Mar/22|06:20:58] V-Ray:  (Estimated time remaining:  0h  0m  1.7s): 50 % completed.
[2023/Mar/22|06:20:58] V-Ray:  (Estimated time remaining:  0h  0m  1.2s): 60 % completed.
[2023/Mar/22|06:20:58] V-Ray:  (Estimated time remaining:  0h  0m  0.7s): 70 % completed.
[2023/Mar/22|06:20:58] V-Ray:  (Estimated time remaining:  0h  0m  0.4s): 80 % completed.
[2023/Mar/22|06:20:58] V-Ray:  (Estimated time remaining:  0h  0m  0.2s): 90 % completed.
[2023/Mar/22|06:20:58] V-Ray: [PhoenixSimPlugin] grid 0 0 0 - 50 70 50, cache index 0.
[2023/Mar/22|06:20:58] V-Ray: Preparing scene for frame... (finished in [ 0h  0m  1.8s])
[2023/Mar/22|06:20:58] V-Ray: Compiling geometry...
[2023/Mar/22|06:20:59] V-Ray:  (Estimated time remaining:  0h  0m  0.3s): 10 % completed.
[2023/Mar/22|06:20:59] V-Ray:  (Estimated time remaining:  0h  0m  0.1s): 20 % completed.
[2023/Mar/22|06:20:59] V-Ray:  (Estimated time remaining:  0h  0m  0.1s): 30 % completed.
[2023/Mar/22|06:20:59] V-Ray:  (Estimated time remaining:  0h  0m  0.1s): 40 % completed.
[2023/Mar/22|06:20:59] V-Ray:  (Estimated time remaining:  0h  0m  0.0s): 50 % completed.
[2023/Mar/22|06:20:59] V-Ray: Bitmap file "E:/_3D/carvedlimestoneground1-b/carvedlimestoneground1_Height.tx" loaded.
[2023/Mar/22|06:21:00] V-Ray:  (Estimated time remaining:  0h  0m  0.9s): 60 % completed.
[2023/Mar/22|06:21:00] V-Ray:  (Estimated time remaining:  0h  0m  0.6s): 70 % completed.
[2023/Mar/22|06:21:00] V-Ray:  (Estimated time remaining:  0h  0m  0.3s): 80 % completed.
[2023/Mar/22|06:21:00] V-Ray:  (Estimated time remaining:  0h  0m  0.1s): 90 % completed.
[2023/Mar/22|06:21:00] V-Ray: Compiling geometry... (finished in [ 0h  0m  1.3s])
[2023/Mar/22|06:21:00] V-Ray:   Using Embree ray tracing.
[2023/Mar/22|06:21:00] V-Ray:   Building Embree static accelerator...
[2023/Mar/22|06:21:00] V-Ray:      (Estimated time remaining:  0h  0m  0.0s): 100 % completed.
[2023/Mar/22|06:21:00] V-Ray:   Building Embree static accelerator... (finished in [ 0h  0m  0.0s])
[2023/Mar/22|06:21:00] V-Ray:   Building Embree static trees took 12 milliseconds, memory used 10.45 MB
[2023/Mar/22|06:21:00] V-Ray:   Scanning scene for light plugins.
[2023/Mar/22|06:21:00] V-Ray:   5 lights found.
[2023/Mar/22|06:21:00] V-Ray:   Using adaptive light evaluation with 8 lights.
[2023/Mar/22|06:21:00] V-Ray:   Using 1.91 MB for adaptive lights buffer
[2023/Mar/22|06:21:00] V-Ray: Initializing CUDA renderer...
[2023/Mar/22|06:21:00] V-Ray: nVidia driver version: 531.18
[2023/Mar/22|06:21:00] V-Ray warning: Checking CUDA driver version: 5001: Installed driver version (531.18) is newer than the latest verified one (526.98)!
[2023/Mar/22|06:21:00] V-Ray: Querying for CUDA devices...
[2023/Mar/22|06:21:00] V-Ray: Device[0]: C++/CPU on 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz
[2023/Mar/22|06:21:00] V-Ray: Device[1]: NVIDIA GeForce RTX 3050 Ti Laptop GPU (WDDM mode) has compute capability 8.6. PCI Bus ID: 0000:01:00.0
[2023/Mar/22|06:21:00] V-Ray: Setting CUDA stack size to 12000 (322 MiB used for stack)
[2023/Mar/22|06:21:00] V-Ray: Using 11 threads for CPU, 6 threads per GPU device
[2023/Mar/22|06:21:00] V-Ray: Number of CUDA devices: 2
[2023/Mar/22|06:21:00] V-Ray: Initializing environment kernel
[2023/Mar/22|06:21:00] V-Ray: Transferring static geometry tree with 100958 faces to CUDA devices...
[2023/Mar/22|06:21:00] V-Ray: Building dynamic meshes trees
[2023/Mar/22|06:21:00] V-Ray:    (Estimated time remaining:  0h  0m  0.0s): 50 % completed.
[2023/Mar/22|06:21:00] V-Ray: Building dynamic meshes trees (finished in [ 0h  0m  0.1s])
[2023/Mar/22|06:21:00] V-Ray: Building trees for 2 meshes with one thread per mesh took 77ms.
[2023/Mar/22|06:21:00] V-Ray: Total number of dynamic triangles: 79600.
[2023/Mar/22|06:21:00] V-Ray: BUILDING Embree dynamic geometry tree for GPU
[2023/Mar/22|06:21:00] V-Ray: Embree dynamic geometry tree contains 3 primitives.
[2023/Mar/22|06:21:00] V-Ray: Embree dynamic geometry tree built in 0.06 ms.
[2023/Mar/22|06:21:00] V-Ray: Embree BOX tree statistics:
[2023/Mar/22|06:21:00] V-Ray:   Primitives count: 3 (Mem usage:0.00 MB)
[2023/Mar/22|06:21:00] V-Ray:   Meshes count: 2 (Mem usage:0.00 MB)
[2023/Mar/22|06:21:00] V-Ray:   Number of tree nodes: 5
[2023/Mar/22|06:21:00] V-Ray:   Tree takes 0.00 MB. Build time 0.34 ms.
[2023/Mar/22|06:21:00] V-Ray: Uploading GPU nodes buffers...
[2023/Mar/22|06:21:00] V-Ray:  (Estimated time remaining: ...): 100 % completed.
[2023/Mar/22|06:21:00] V-Ray: Uploading GPU nodes buffers... (finished in [ 0h  0m  0.0s])
[2023/Mar/22|06:21:00] V-Ray: Building GPU dynamic nodes...
[2023/Mar/22|06:21:00] V-Ray: Building GPU dynamic nodes... (finished in [ 0h  0m  0.0s])
[2023/Mar/22|06:21:00] V-Ray: Scene contains 4 lights
[2023/Mar/22|06:21:00] V-Ray: Enabled Light Tree on GPU
[2023/Mar/22|06:21:00] V-Ray: Loading texture tiles
[2023/Mar/22|06:21:00] V-Ray: Loading texture tiles (finished in [ 0h  0m  0.0s])
[2023/Mar/22|06:21:00] V-Ray: Loading bitmaps...
[2023/Mar/22|06:21:02] V-Ray: GPU tex loaded nebula n0.hdr (idx=0) mip 0, w 7680/7680, h 4320/4320, channels 4, 259200KB
[2023/Mar/22|06:21:02] V-Ray: Loading bitmaps... (finished in [ 0h  0m  1.7s])
[2023/Mar/22|06:21:02] V-Ray:  (Estimated time remaining:  0h  0m  0.0s): 100 % completed.
[2023/Mar/22|06:21:02] V-Ray: Loading texture tiles
[2023/Mar/22|06:21:02] V-Ray: Loading texture tiles (finished in [ 0h  0m  0.0s])
[2023/Mar/22|06:21:02] V-Ray: Loading bitmaps...
[2023/Mar/22|06:21:02] V-Ray:  (Estimated time remaining: ...): 0 % completed.
[2023/Mar/22|06:21:02] V-Ray: Bitmap file "E:/_3D/carvedlimestoneground1-b/carvedlimestoneground1_Base_Color.png" loaded.
[2023/Mar/22|06:21:02] V-Ray:  (Estimated time remaining:  0h  0m  0.0s): 100 % completed.
[2023/Mar/22|06:21:02] V-Ray: Uploading texture "carvedlimestoneground1_Base_Color.png" (idx=0) tile[0][0] at mip 0, 2048x2048, channels 4, 16384KB
[2023/Mar/22|06:21:02] V-Ray: Loading bitmaps... (finished in [ 0h  0m  0.2s])
[2023/Mar/22|06:21:02] V-Ray: PTX max register count 128:128
[2023/Mar/22|06:21:02] V-Ray: Building optimized CUDA kernel (0) for comp cap 8.6 for device 1...
[2023/Mar/22|06:21:02] V-Ray: PTX file generated with CUDA Toolkit v10.0 for CUDA compute capability 3.0.
[2023/Mar/22|06:21:02] V-Ray: Compiling kernels for device NVIDIA GeForce RTX 3050 Ti Laptop GPU
[2023/Mar/22|06:21:02] V-Ray:  (Estimated time remaining: ...): 100 % completed.
[2023/Mar/22|06:21:02] V-Ray:  (Estimated time remaining: ...): 0 % completed.
[2023/Mar/22|06:21:02] V-Ray: Optimized CUDA kernel assembled successfully
[2023/Mar/22|06:21:02] V-Ray: [2023/Mar/22|06:21:02] V-RayCompiling kernels for device NVIDIA GeForce RTX 3050 Ti Laptop GPU (finished in [ 0h  0m  0.1s])
: Total memory for device 1 : 4095 MB, free 2257 MB
[2023/Mar/22|06:21:02] V-Ray: Maximum kernel work group size: 1024
[2023/Mar/22|06:21:02] V-Ray: Using adaptive lights ver2
[2023/Mar/22|06:21:02] V-Ray: GPU adaptive dome light uploaded (0), flags=2
[2023/Mar/22|06:21:02] V-Ray: Maximum kernel work group size: 1024
[2023/Mar/22|06:21:03] V-Ray: Device[1]: NVIDIA GeForce RTX 3050 Ti Laptop GPU selected for GPU light cache calculations.
[2023/Mar/22|06:21:03] V-Ray: Building GPU light cache.
[2023/Mar/22|06:21:03] V-Ray: Tracing 251001 image samples for light cache in 64 passes.
[2023/Mar/22|06:21:03] V-Ray: Using 63.53 MB for light cache preview buffer
[2023/Mar/22|06:21:03] V-Ray: Building GPU light cache...
[2023/Mar/22|06:21:03] V-Ray:    (Estimated time remaining:  0h  0m  0.9s): 10 % completed.
[2023/Mar/22|06:21:03] V-Ray:    (Estimated time remaining:  0h  0m  0.7s): 20 % completed.
[2023/Mar/22|06:21:03] V-Ray:    (Estimated time remaining:  0h  0m  0.4s): 39 % completed.
[2023/Mar/22|06:21:03] V-Ray:    (Estimated time remaining:  0h  0m  0.3s): 48 % completed.
[2023/Mar/22|06:21:03] V-Ray:    (Estimated time remaining:  0h  0m  0.2s): 57 % completed.
[2023/Mar/22|06:21:03] V-Ray:    (Estimated time remaining:  0h  0m  0.2s): 67 % completed.
[2023/Mar/22|06:21:03] V-Ray:    (Estimated time remaining:  0h  0m  0.1s): 76 % completed.
[2023/Mar/22|06:21:04] V-Ray:    (Estimated time remaining:  0h  0m  0.1s): 86 % completed.
[2023/Mar/22|06:21:04] V-Ray:    (Estimated time remaining:  0h  0m  0.0s): 95 % completed.
[2023/Mar/22|06:21:04] V-Ray:    (Estimated time remaining:  0h  0m  0.0s): 100 % completed.
[2023/Mar/22|06:21:04] V-Ray:   Maximum kernel work group size: 1024
[2023/Mar/22|06:21:04] V-Ray: Building GPU light cache... (finished in [ 0h  0m  0.6s])
[2023/Mar/22|06:21:04] V-Ray: Merging light cache passes.
[2023/Mar/22|06:21:04] V-Ray: Merging light cache passes...
[2023/Mar/22|06:21:04] V-Ray: Merging light cache passes... (finished in [ 0h  0m  0.0s])
[2023/Mar/22|06:21:04] V-Ray: GPU Light Cache has 336 samples!
[2023/Mar/22|06:21:04] V-Ray: GPU adaptive lights v1 built successfully
[2023/Mar/22|06:21:04] V-Ray: GPU adaptive lights v3 built successfully
[2023/Mar/22|06:21:04] V-Ray: GPU adaptive dome light uploaded (0), flags=1
[2023/Mar/22|06:21:04] V-Ray: Using premultiplied light cache.
[2023/Mar/22|06:21:04] V-Ray: Adaptive light grid is empty, no build required.
[2023/Mar/22|06:21:04] V-Ray: Rendering image...
[2023/Mar/22|06:21:04] V-Ray: Using 11 threads for CPU, 6 threads per GPU device
[2023/Mar/22|06:21:04] V-Ray: Using 11 threads for CPU, 6 threads per GPU device
[2023/Mar/22|06:21:04] V-Ray warning:   Num samples per thread reduced to 256946, rendering might be slower
[2023/Mar/22|06:21:10] V-Ray:    (Estimated time remaining:  0h  0m 48.4s): 11 % completed.
[2023/Mar/22|06:21:38] V-Ray:   Successfully written image file "C:/Users/moham/Desktop/aaaaa.png"
[2023/Mar/22|06:21:38] V-Ray:    (Estimated time remaining:  0h  0m 52.2s): 39 % completed.
[2023/Mar/22|06:21:39] V-Ray:    (Estimated time remaining:  0h  0m 48.2s): 42 % completed.
[2023/Mar/22|06:21:43] V-Ray:    (Estimated time remaining:  0h  0m 37.6s): 50 % completed.
[2023/Mar/22|06:21:48] V-Ray:    (Estimated time remaining:  0h  0m 29.1s): 60 % completed.
[2023/Mar/22|06:21:59] V-Ray:    (Estimated time remaining:  0h  0m 22.9s): 70 % completed.
[2023/Mar/22|06:22:12] V-Ray:    (Estimated time remaining:  0h  0m 16.9s): 80 % completed.
[2023/Mar/22|06:22:17] V-Ray:    (Estimated time remaining:  0h  0m  8.1s): 90 % completed.
[2023/Mar/22|06:22:24] V-Ray:    (Estimated time remaining:  0h  0m  0.0s): 100 % completed.
[2023/Mar/22|06:22:24] V-Ray: V-Ray GPU kernel render time: 80.18s
[2023/Mar/22|06:22:24] V-Ray: Rendering image... (finished in [ 0h  1m 20.3s])
[2023/Mar/22|06:22:24] V-Ray: Rendering image...
[2023/Mar/22|06:22:24] V-Ray: Hardware accelerated glare start...
[2023/Mar/22|06:22:24] V-Ray: Segmentation took 15 ms: 2 region(s).
[2023/Mar/22|06:22:24] V-Ray: GPAPI initialized successfully
[2023/Mar/22|06:22:24] V-Ray:  (Estimated time remaining:  0h  0m  2.5s): 11 % completed.
[2023/Mar/22|06:22:25] V-Ray:  (Estimated time remaining:  0h  0m  1.9s): 21 % completed.
[2023/Mar/22|06:22:25] V-Ray:  (Estimated time remaining:  0h  0m  1.4s): 30 % completed.
[2023/Mar/22|06:22:25] V-Ray:  (Estimated time remaining:  0h  0m  1.2s): 40 % completed.
[2023/Mar/22|06:22:25] V-Ray:  (Estimated time remaining:  0h  0m  1.0s): 50 % completed.
[2023/Mar/22|06:22:25] V-Ray:  (Estimated time remaining:  0h  0m  0.7s): 61 % completed.
[2023/Mar/22|06:22:25] V-Ray:  (Estimated time remaining:  0h  0m  0.5s): 71 % completed.
[2023/Mar/22|06:22:26] V-Ray:  (Estimated time remaining:  0h  0m  0.3s): 80 % completed.
[2023/Mar/22|06:22:26] V-Ray:  (Estimated time remaining:  0h  0m  0.2s): 90 % completed.
[2023/Mar/22|06:22:26] V-Ray:  (Estimated time remaining:  0h  0m  0.0s): 100 % completed.
[2023/Mar/22|06:22:26] V-Ray: Hardware accelerated glare completed. Took 1641 ms.
[2023/Mar/22|06:22:26] V-Ray: Applying glare... (finished in [ 0h  0m  1.7s])
[2023/Mar/22|06:22:26] V-Ray: Total GPU samples 362679287
[2023/Mar/22|06:22:26] V-Ray: GPU Memory Stats:
[2023/Mar/22|06:22:26] V-Ray:   Device[0] : C++/CPU on 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz
[2023/Mar/22|06:22:26] V-Ray:     (no data)
[2023/Mar/22|06:22:26] V-Ray:   Device[1] : NVIDIA GeForce RTX 3050 Ti Laptop GPU
[2023/Mar/22|06:22:26] V-Ray:     Textures       : 269.53MiB
[2023/Mar/22|06:22:26] V-Ray:     Static geometry: 11.02MiB
[2023/Mar/22|06:22:26] V-Ray:     Dynamic geometry: 28.90MiB
[2023/Mar/22|06:22:26] V-Ray:     Pinned         : 99.98MiB
[2023/Mar/22|06:22:26] V-Ray:     Misc           : 1.46MiB
[2023/Mar/22|06:22:26] V-Ray:     Internal state : 1863.95MiB
[2023/Mar/22|06:22:26] V-Ray:     Lights         : 80.00MiB
[2023/Mar/22|06:22:26] V-Ray:     LightCache     : 10.17MiB
[2023/Mar/22|06:22:26] V-Ray:     VolumeGrid     : 0.03MiB
[2023/Mar/22|06:22:26] V-Ray:     Total          : 2365.04MiB
[2023/Mar/22|06:22:26] V-Ray: OCLBufman stats:
[2023/Mar/22|06:22:26] V-Ray:   Owners count     : 13
[2023/Mar/22|06:22:26] V-Ray:   With replace ptrs: 11
[2023/Mar/22|06:22:26] V-Ray:   Geom pointers    : 3
[2023/Mar/22|06:22:26] V-Ray:   Light pointers   : 11
[2023/Mar/22|06:22:26] V-Ray:   Textures pointers: 3
[2023/Mar/22|06:22:26] V-Ray:   NVLink allocated : 0
[2023/Mar/22|06:22:26] V-Ray:   Misc pointers    : 12
[2023/Mar/22|06:22:26] V-Ray:   Total pointers   : 34
[2023/Mar/22|06:22:26] V-Ray: Device 0 statistics:
[2023/Mar/22|06:22:26] V-Ray:   GPU time: 79.738664 %
[2023/Mar/22|06:22:26] V-Ray:   GPU ray trace time 99.991619 %
[2023/Mar/22|06:22:26] V-Ray:   Transfer to GPU time 0.008381 %
[2023/Mar/22|06:22:26] V-Ray:   Transfer from GPU time 0.000000 %
[2023/Mar/22|06:22:26] V-Ray: Device 1 statistics:
[2023/Mar/22|06:22:26] V-Ray:   GPU time: 71.209806 %
[2023/Mar/22|06:22:26] V-Ray:   GPU ray trace time 70.516327 %
[2023/Mar/22|06:22:26] V-Ray:   Transfer to GPU time 8.203194 %
[2023/Mar/22|06:22:26] V-Ray:   Transfer from GPU time 21.280479 %
[2023/Mar/22|06:22:26] V-Ray: Number of raycasts: 0 (0.00 per pixel)
[2023/Mar/22|06:22:26] V-Ray:   Camera rays: 0 (0.00 per pixel)
[2023/Mar/22|06:22:26] V-Ray:   Shadow rays: 0 (0.00 per pixel)
[2023/Mar/22|06:22:26] V-Ray:   GI rays: 0 (0.00 per pixel)
[2023/Mar/22|06:22:26] V-Ray:   Reflection rays: 0 (0.00 per pixel)
[2023/Mar/22|06:22:26] V-Ray:   Refraction rays: 0 (0.00 per pixel)
[2023/Mar/22|06:22:26] V-Ray:   Unshaded rays: 0 (0.00 per pixel)
[2023/Mar/22|06:22:26] V-Ray: Peak memory for frame 1: 2.74 GiB collected for 26 categories
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Bitmap": 138.59 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Bucket image sampler": 499.81 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Dynamic displaced geometry": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Dynamic geometry": < 1 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Dynamic moving displaced geometry": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Dynamic moving geometry": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "GI": 2.77 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Lights": 81.00 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Misc.": 193.68 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Misc. displaced geometry": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Misc. geometry": < 1 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Misc. moving displaced geometry": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Misc. moving geometry": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Progressive image sampler": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Static displaced geometry": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Static geometry": 8.10 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Static hair": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Static moving displaced geometry": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Static moving geometry": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Static moving hair": 0 B
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "Tiled bitmap": 41.61 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "V-Ray for Maya exporter": < 1 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "V-Ray for Maya keyframes": 15.81 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "V-Ray for Maya misc.": 1.66 GiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "VFB": 118.68 MiB
[2023/Mar/22|06:22:26] V-Ray:   Peak memory for "VolumeGrid": 1.76 MiB
[2023/Mar/22|06:22:26] V-Ray: Number of light evaluations: 0 (0.00 per pixel)
[2023/Mar/22|06:22:26] V-Ray: Maximum memory usage for resman: 0.00 MB
[2023/Mar/22|06:22:26] V-Ray: Number of intersectable primitives: 100961
[2023/Mar/22|06:22:26] V-Ray:   SD triangles: 100958
[2023/Mar/22|06:22:26] V-Ray:   MB triangles: 0
[2023/Mar/22|06:22:26] V-Ray:   Static primitives: 1
[2023/Mar/22|06:22:26] V-Ray:   Moving primitives: 1
[2023/Mar/22|06:22:26] V-Ray:   Infinite primitives: 1
[2023/Mar/22|06:22:26] V-Ray:   Static hair segments: 0
[2023/Mar/22|06:22:26] V-Ray:   Moving hair segments: 0
[2023/Mar/22|06:22:31] V-Ray: Successfully written image file "C:/Users/moham/Documents/maya/projects/default/images/tmp/persp/Scene_02_A_Vray.png"
[2023/Mar/22|06:22:31] V-Ray: Total frame time  0h  1m 35.5s (95.5 s)
[2023/Mar/22|06:22:31] V-Ray: Maximum memory usage for attributes: 0.00 MB
[2023/Mar/22|06:22:31] V-Ray: Total sequence time  0h  1m 35.6s (95.6 s)
[2023/Mar/22|06:22:31] V-Ray: Render complete
[2023/Mar/22|06:22:31] V-Ray: ========================
[2023/Mar/22|06:22:31] V-Ray: Clearing exporter memory...
[2023/Mar/22|06:22:31] V-Ray: Total time clearing exporter memory  0h  0m  0.0s (0.0 s)
[2023/Mar/22|06:23:03] V-Ray: Successfully written image file "C:/Users/moham/Desktop/aaaaa.png"

Dear Members,

Im new to 3ds max and vray. I completed modeling and texturing a scene and I needed to bake the textures for importing into another software(I work in broadcasting). But when I press render to texture it starts rendering and then after a few seconds it gives me error and 3ds max quits. So I tried with a simple sphere and plane light. Same happens.

Here is the vray log:

[2015/Oct/19|18:19:36] ============================================================

[2015/Oct/19|18:19:36] Console created, V-Ray A for x64 from May 30 2015, 02:17:39

[2015/Oct/19|18:19:36] ============================================================

[2015/Oct/19|18:19:36] Compiled with Intel C++ compiler, version 14

[2015/Oct/19|18:19:36] Host is 3dsmax, version 18

[2015/Oct/19|18:19:36] V-Ray DLL version is 3.20.02

[2015/Oct/19|18:19:52] [VRender] Constructor entered.

[2015/Oct/19|18:19:52] Setting default filter kernel.

[2015/Oct/19|18:19:52] «default» preset not loaded: [loadPreset] Preset name «default» not found

[2015/Oct/19|18:19:52] [VRender] Constructor done.

[2015/Oct/19|18:19:53] Resetting VRender.

[2015/Oct/19|18:19:53] Setting default filter kernel.

[2015/Oct/19|18:19:53] «default» preset not loaded: [loadPreset] Preset name «default» not found

[2015/Oct/19|18:19:53] [VRender] Constructor entered (loading from file).

[2015/Oct/19|18:19:53] Setting default filter kernel.

[2015/Oct/19|18:19:53] «default» preset not loaded: [loadPreset] Preset name «default» not found

[2015/Oct/19|18:19:53] [VRender] Constructor done.

[2015/Oct/19|18:19:53] Loading from file.

[2015/Oct/19|18:19:53] Loading filter parameters.

[2015/Oct/19|18:19:53] Loading done.

[2015/Oct/19|18:20:23] Cloning VRender.

[2015/Oct/19|18:20:23] [VRender] Constructor entered.

[2015/Oct/19|18:20:23] Setting default filter kernel.

[2015/Oct/19|18:20:23] «default» preset not loaded: [loadPreset] Preset name «default» not found

[2015/Oct/19|18:20:23] [VRender] Constructor done.

[2015/Oct/19|18:21:43] Cloning VRender.

[2015/Oct/19|18:21:43] [VRender] Constructor entered.

[2015/Oct/19|18:21:43] Setting default filter kernel.

[2015/Oct/19|18:21:43] «default» preset not loaded: [loadPreset] Preset name «default» not found

[2015/Oct/19|18:21:43] [VRender] Constructor done.

[2015/Oct/19|18:21:43] Disabling autobackup (autobackup was 0).

[2015/Oct/19|18:21:43] Disabling scene redraw.

[2015/Oct/19|18:21:43] Entering Open()

[2015/Oct/19|18:21:43] Scene name is «C:\Users\Jakes\Desktop\bake_test.max»

[2015/Oct/19|18:21:43] Performing sanity check on parameters.

[2015/Oct/19|18:21:43] warning: V-Ray VFB is enabled but no save option is selected — baked textures will be lost.

[2015/Oct/19|18:21:43] warning: Please select a VFB output option or use the 3dsmax VFB.

[2015/Oct/19|18:21:43] V-Ray settings:

rollup 1 «Image sampler (antialiasing)» { parameter 42 «imageSampler_type» 1 parameter 6 «filter_on» 1 parameter 185 «filter_kernel» 2006000385 0 4256 parameter 7 «filter_size» 1.500000 parameter 8 «filter_paramA» 0.000000 parameter 9 «filter_paramB» 0.000000 parameter 10 «filter_paramC» 0.000000 parameter 314 «imageSampler_shadingRate» 2 parameter 317 «imageSampler_renderMask_type» 0 parameter 318 «imageSampler_renderMask_texmap» parameter 335 «imageSampler_renderMask_objectIDs» «» parameter 334 «dmc_balance_subdivs» 1 parameter 332 «imageSampler_renderMask_layers» } rollup 2 «DMC Sampler» { parameter 94 «dmc_lockNoisePattern» 0 parameter 95 «dmc_importanceSampling» 1.000000 parameter 96 «dmc_earlyTermination_amount» 0.850000 parameter 97 «dmc_earlyTermination_threshold» 0.005000 parameter 148 «dmc_earlyTermination_minSamples» 16 parameter 211 «dmc_subdivs_mult» 1.000000 parameter 257 «dmc_pathSampler_type» 2 parameter 345 «dmc_randomSeed» 0 parameter 346 «dmc_ui_view» 0 } rollup 3 «Indirect illumination (GI)» { parameter 320 «gi_ui_view» 0 parameter 15 «gi_on» 1 parameter 179 «gi_refractCaustics» 1 parameter 180 «gi_reflectCaustics» 0 parameter 16 «gi_primary_type» 0 parameter 57 «gi_primary_multiplier» 1.000000 parameter 17 «gi_secondary_type» 3 parameter 58 «gi_secondary_multiplier» 1.000000 parameter 215 «gi_saturation» 1.000000 parameter 216 «gi_contrast» 1.000000 parameter 217 «gi_contrast_base» 0.500000 parameter 239 «gi_saveMapsPerFrame» 1 parameter 291 «gi_ao_on» 0 parameter 294 «gi_ao_amount» 0.800000 parameter 292 «gi_ao_radius» parameter 293 «gi_ao_subdivs» 8 parameter 297 «gi_rayDistanceOn» 0 parameter 298 «gi_rayDistance» 100.000000 } rollup 4 «Brute force GI» { parameter 204 «dmcgi_subdivs» 8 parameter 205 «dmcgi_depth» 3 } rollup 5 «Irradiance map» { parameter 321 «irradmap_ui_view» 0 parameter 26 «gi_irradmap_minRate» -3 parameter 18 «gi_irradmap_maxRate» 0 parameter 21 «gi_irradmap_subdivs» 50 parameter 22 «gi_irradmap_interpSamples» 20 parameter 52 «gi_irradmap_colorThreshold» 0.300000 parameter 53 «gi_irradmap_normalThreshold» 0.100000 parameter 111 «gi_irradmap_distThreshold» 0.100000 parameter 55 «gi_irradmap_showSamples» 0 parameter 124 «gi_irradmap_showCalcPhase» 1 parameter 141 «gi_irradmap_showDirectLight» 0 parameter 142 «gi_irradmap_preset» 5 parameter 75 «adv_irradmap_interpolationType» 1 parameter 77 «adv_irradmap_mode» 0 parameter 78 «adv_irradmap_dontDelete» 1 parameter 79 «adv_irradmap_loadFileName» «» parameter 80 «adv_irradmap_saveFileName» «» parameter 125 «adv_irradmap_calcInterpSamples» 10 parameter 126 «adv_irradmap_useCurrentPassSamples» 1 parameter 128 «adv_irradmap_autoSave» 0 parameter 129 «adv_irradmap_autoSaveFileName» «» parameter 130 «adv_irradmap_switchToSavedMap» 0 parameter 139 «adv_irradmap_randomize» 1 parameter 140 «adv_irradmap_lookupType» 3 parameter 167 «adv_irradmap_checkSampleVisibility» 0 parameter 232 «adv_irradmap_limitSearchRange» 0 parameter 295 «gi_irradmap_multipleViews» 0 parameter 245 «gi_irradmap_blurGI» 0.000000 parameter 267 «gi_irradmap_detail_on» 0 parameter 268 «gi_irradmap_detail_radius» 60.000000 parameter 269 «gi_irradmap_detail_subdivsMult» 0.300000 parameter 270 «gi_irradmap_detail_scale» 0 parameter 279 «gi_irradmap_previewMode» 2 parameter 282 «gi_irradmap_interpFrames» 2 } rollup 6 «Global photon map» { parameter 113 «photonMap_bounces» 10 parameter 114 «photonMap_searchDist» parameter 122 «photonMap_autoDist» 1 parameter 115 «photonMap_maxPhotons» 30 parameter 116 «photonMap_convert» 0 parameter 117 «photonMap_interpSamples» 10 parameter 121 «photonMap_multiplier» 1.000000 parameter 123 «photonMap_convexHullEstimate» 0 parameter 149 «photonMap_storeDirectLight» 1 parameter 150 «photonMap_retraceCorners» 0.000000 parameter 151 «photonMap_retraceBounces» 10 parameter 181 «photonMap_maxDensity» parameter 118 «photonMap_mode» 0 parameter 119 «photonMap_loadFileName» «» parameter 120 «photonMap_saveFileName» «» parameter 134 «photonMap_dontDelete» 1 parameter 135 «photonMap_autoSave» 0 parameter 136 «photonMap_autoSaveFileName» «» parameter 137 «photonMap_switchToSavedMap» 0 parameter 271 «photonMap_showCalcPhase» 0 } rollup 7 «Light cache» { parameter 319 «lightcache_ui_view» 0 parameter 198 «lightcache_subdivs» 1000 parameter 199 «lightcache_sampleSize» 0.010000 parameter 200 «lightcache_filter_type» 1 parameter 201 «lightcache_filter_size» 0.020000 parameter 202 «lightcache_bounces» 100 parameter 203 «lightcache_showCalcPhase» 1 parameter 206 «lightcache_storeDirectLight» 1 parameter 296 «lightcache_multipleViews» 0 parameter 207 «lightcache_scale» 0 parameter 208 «lightcache_mode» 0 parameter 303 «lightcache_retrace_on» 1 parameter 302 «lightcache_retrace_threshold» 2.000000 parameter 347 «lightcache_retrace_leakPrevention» 0.800000 parameter 209 «lightcache_loadFileName» «» parameter 210 «lightcache_saveFileName» «» parameter 212 «lightcache_interpSamples» 5 parameter 213 «lightcache_prefilter_on» 1 parameter 214 «lightcache_prefilter_samples» 20 parameter 235 «lightcache_dontDelete» 1 parameter 236 «lightcache_autoSave» 0 parameter 237 «lightcache_autoSaveFileName» «» parameter 238 «lightcache_switchToSavedMap» 0 parameter 242 «lightcache_useForGlossyRays» 1 parameter 243 «lightcache_numPasses» 64 parameter 255 «lightcache_adaptiveTracing» 0 parameter 264 «lightcache_adaptiveTracing_dirsOnly» 0 parameter 289 «lightcache_minPathsPerSample» 16 } rollup 8 «Caustics» { parameter 322 «caustics_ui_view» 0 parameter 27 «caustics_on» 0 parameter 30 «caustics_searchDist» parameter 31 «caustics_maxPhotons» 60 parameter 59 «caustics_multiplier» 1.000000 parameter 90 «caustics_mode» 0 parameter 91 «caustics_dontDelete» 1 parameter 92 «caustics_loadFileName» «» parameter 93 «caustics_saveFileName» «» parameter 131 «caustics_autoSave» 0 parameter 132 «caustics_autoSaveFileName» «» parameter 133 «caustics_switchToSavedMap» 0 parameter 244 «caustics_maxDensity» parameter 272 «caustics_showCalcPhase» 0 } rollup 9 «Camera» { parameter 83 «camera_type» 0 parameter 98 «camera_overrideFOV» 0 parameter 99 «camera_fov» 45.000000 parameter 100 «camera_cyl_height» 90.000000 parameter 101 «camera_fish_autoDistance» 1 parameter 102 «camera_fish_distance» 2.000000 parameter 103 «camera_fish_curve» 1.000000 parameter 11 «dof_on» 0 parameter 12 «dof_distance» parameter 56 «dof_getFromCamera» 0 parameter 13 «dof_shutter» parameter 14 «dof_subdivs» 1 parameter 221 «dof_bias» 0.000000 parameter 222 «dof_sides_on» 0 parameter 223 «dof_sides_num» 5 parameter 224 «dof_sides_rotation» parameter 248 «dof_anisotropy» 0.000000 parameter 65 «moblur_on» 0 parameter 301 «camera_motion_blur» 1 parameter 73 «moblur_duration» 0.500000 parameter 162 «moblur_intervalCenter» 0.500000 parameter 76 «moblur_geomSamples» 2 parameter 74 «moblur_prepassSamples» 1 parameter 66 «moblur_dmc_minSamples» 1 parameter 104 «moblur_geometryParticles» 0 parameter 197 «moblur_bias» 0.000000 parameter 315 «moblur_shutterEfficiency» 1.000000 } rollup 10 «Environment» { parameter 60 «environment_gi_on» 0 parameter 61 «environment_gi_color» 0.800000 0.900000 1.000000 parameter 62 «environment_gi_color_multiplier» 1.000000 parameter 63 «environment_gi_map» parameter 64 «environment_gi_map_on» 1 parameter 143 «environment_rr_on» 0 parameter 144 «environment_rr_color» 0.000000 0.000000 0.000000 parameter 145 «environment_rr_color_multiplier» 1.000000 parameter 146 «environment_rr_map» parameter 147 «environment_rr_map_on» 1 parameter 249 «environment_refract_on» 0 parameter 250 «environment_refract_color» 0.000000 0.000000 0.000000 parameter 251 «environment_refract_color_multiplier» 1.000000 parameter 252 «environment_refract_map» parameter 253 «environment_refract_map_on» 1 parameter 340 «environment_secondaryMatte_on» 0 parameter 341 «environment_secondaryMatte_color» 0.000000 0.000000 0.000000 parameter 342 «environment_secondaryMatte_color_multiplier» 1.000000 parameter 343 «environment_secondaryMatte_map» parameter 344 «environment_secondaryMatte_map_on» 1 } rollup 11 «G-Buffer/Color mapping» { parameter 325 «colormapping_ui_view» 0 parameter 82 «gbuffer_channelMask» 0 parameter 108 «colorMapping_type» 6 parameter 109 «colorMapping_darkMult» 1.000000 parameter 110 «colorMapping_brightMult» 1.000000 parameter 265 «colorMapping_gamma» 2.200000 parameter 178 «colorMapping_affectBackground» 1 parameter 241 «colorMapping_clampOutput» 0 parameter 287 «colorMapping_clampLevel» 1.000000 parameter 258 «colorMapping_subpixel» 0 parameter 273 «colorMapping_adaptationOnly» 2 parameter 290 «colorMapping_linearWorkflow» 0 } rollup 12 «System» { parameter 324 «system_ui_view» 0 parameter 32 «system_distributedRender» 0 parameter 44 «system_raycaster_maxLevels» 80 parameter 45 «system_raycaster_minLeafSize» parameter 46 «system_raycaster_faceLevelCoeff» 1.000000 parameter 191 «system_raycaster_memLimit» 4000 parameter 127 «system_instancedObjects» 2 parameter 288 «system_raycaster_optLevel» 0 parameter 47 «system_region_x» 48 parameter 48 «system_region_y» 48 parameter 49 «system_region_meaning» 0 parameter 50 «system_region_sequence» 4 parameter 316 «system_region_allow_dynamic_buckets» 1 parameter 54 «system_region_sequence_reverse» 0 parameter 51 «system_previousRender» 0 parameter 266 «system_region_lockSize» 1 parameter 107 «system_frameStamp_on» 0 parameter 106 «system_frameStamp_string» «V-Ray %vrayversion | file: %filename | frame: %frame | primitives: %primitives | render time: %rendertime» parameter 165 «system_frameStamp_fullWidth» 1 parameter 166 «system_frameStamp_justify» 0 parameter 112 «system_workInCameraSpace» 1 parameter 168 «system_checkForMissingFiles» 0 parameter 169 «system_optimizedAtmospherics» 0 parameter 184 «system_lowThreadPriority» 0 parameter 182 «system_vrayLog_show» 2 parameter 183 «system_vrayLog_level» 3 parameter 230 «system_vrayLog_file» «%TEMP%\VRayLog.txt» parameter 246 «system_vrayLog_ccToDebugger» 0 parameter 247 «system_numThreads» 0 parameter 328 «system_embree_on» 1 parameter 329 «system_embree_moblur» 1 parameter 339 «system_embree_hair» 1 parameter 331 «system_embree_conserveMemory» 0 } rollup 13 «Global switches» { parameter 323 «options_ui_view» 0 parameter 153 «options_displacement» 1 parameter 154 «options_lights» 1 parameter 227 «options_hiddenLights» 1 parameter 155 «options_shadows» 1 parameter 156 «options_defaultLights» 2 parameter 157 «options_reflectionRefraction» 1 parameter 158 «options_overrideDepth_on» 0 parameter 159 «options_overrideDepth» 2 parameter 160 «options_maps» 1 parameter 161 «options_filterMaps» 1 parameter 186 «options_transpMaxLevels» 50 parameter 187 «options_transpCutoff» 0.001000 parameter 188 «options_dontRenderImage» 0 parameter 218 «options_overrideMtl_on» 0 parameter 219 «options_overrideMtl_mtl» parameter 220 «options_showGIOnly» 0 parameter 231 «options_ray_bias» 0.000000 parameter 240 «options_glossyEffects» 1 parameter 283 «options_geom_backfaceCull» 0 parameter 284 «options_mtl_filterMaps_indirect» 1 parameter 338 «options_mtl_filterMaps_indirect_mult» 1.000000 parameter 285 «options_useLegacyModels» 0 parameter 286 «options_use3dsMaxPhotometricUnits» 1 parameter 312 «options_maxRayIntensity_on» 1 parameter 313 «options_maxRayIntensity» 20.000000 parameter 326 «options_probabilisticLights» 1 parameter 327 «options_probabilisticLightsCount» 16 } rollup 14 «Override output settings» { parameter 170 «output_on» 1 parameter 299 «output_aspectlock» 0 parameter 300 «output_imageaspect» 1.333333 parameter 171 «output_width» 640 parameter 172 «output_height» 480 parameter 261 «output_aspect» 1.000000 parameter 173 «output_fileOnly» 0 parameter 174 «output_saveFile» 0 parameter 175 «output_fileName» «» parameter 176 «output_saveRawFile» 0 parameter 177 «output_rawFileName» «» parameter 189 «output_useram» 1 parameter 190 «output_genpreview» 0 parameter 225 «output_splitgbuffer» 0 parameter 226 «output_splitfilename» «» parameter 229 «output_splitbitmap» parameter 228 «output_getsetsfrommax» 1 parameter 254 «output_splitRGB» 1 parameter 256 «output_splitAlpha» 1 parameter 274 «output_renderType» 0 parameter 275 «output_regxmin» 0 parameter 277 «output_regxmax» 0 parameter 276 «output_regymin» 0 parameter 278 «output_regymax» 0 parameter 280 «output_force32bit_3dsmax_vfb» 0 parameter 281 «output_rawExrUseHalf» 1 parameter 304 «output_rawExrDeep» 0 parameter 337 «fileName_addDot» 1 } rollup 15 «Default displacement» { parameter 192 «displacement_overrideMax» 1 parameter 193 «displacement_edgeLength» 4.000000 parameter 194 «displacement_viewDependent» 1 parameter 195 «displacement_maxSubdivs» 256 parameter 196 «displacement_tightBounds» 1 parameter 233 «displacement_amount» 1.000000 parameter 234 «displacement_relative» 1 } rollup 16 «Fixed image sampler» { parameter 34 «fixedRate_subdivs» 1 parameter 35 «fixedRate_rand» 0 } rollup 17 «Adaptive image sampler» { parameter 5 «twoLevel_baseSubdivs» 1 parameter 2 «twoLevel_fineSubdivs» 4 parameter 259 «twoLevel_showSamples» 0 parameter 263 «twoLevel_useDMCSamplerThresh» 0 parameter 262 «twoLevel_threshold» 0.010000 } rollup 18 «Adaptive subdivision image sampler» { parameter 36 «adaptiveSubdivision_minRate» -1 parameter 37 «adaptiveSubdivision_maxRate» 2 parameter 38 «adaptiveSubdivision_threshold» 0.100000 parameter 39 «adaptiveSubdivision_rand» 1 parameter 260 «adaptiveSubdivision_showSamples» 0 parameter 333 «adaptiveSubdivision_dofMoblurSubdivs» 6 parameter 84 «imageSampler_outline» 0 parameter 85 «imageSampler_mtlID» 0 parameter 86 «imageSampler_normal» 0 parameter 87 «imageSampler_normal_threshold» 0.050000 parameter 88 «imageSampler_zvalue» 0 parameter 89 «imageSampler_zvalue_threshold» 5.000000 } rollup 19 «Progressive Image Sampler» { parameter 306 «progressive_minSamples» 1 parameter 307 «progressive_maxSamples» 100 parameter 308 «progressive_noise_threshold» 0.000000 parameter 309 «progressive_max_render_time» 1.000000 parameter 310 «progressive_ray_bundle_size» 128 parameter 311 «progressive_show_mask» 0 parameter 336 «progressive_track_radius» 30 }[2015/Oct/19|18:21:43] Starting sequence timer.

[2015/Oct/19|18:21:43] Preparing sequence data.

[2015/Oct/19|18:21:43] Extracting sequence data from Open() parameters

[2015/Oct/19|18:21:43] Extracting sequence data from RendParams.

[2015/Oct/19|18:21:43] Setting up V-Ray parameters for frame rendering.

[2015/Oct/19|18:21:43] warning: Secondary rays bias is 0.0 in texture baking mode; using 0.001 instead.

[2015/Oct/19|18:21:43] Extracting sequence data from VRender.

[2015/Oct/19|18:21:43] Multithreaded: 1

[2015/Oct/19|18:21:43] A render elements manager with 1 elements detected

[2015/Oct/19|18:21:43] Render element: CompleteMap

[2015/Oct/19|18:21:43] Calling beginSequence().

[2015/Oct/19|18:21:43] Current project folder is «C:\Users\Jakes\Documents\3dsMax»

[2015/Oct/19|18:21:43] Entering beginSequence().

[2015/Oct/19|18:21:43] Setting RenderGlobalContext.

[2015/Oct/19|18:21:43] Broadcasting NOTIFY_PRE_RENDER.

[2015/Oct/19|18:21:43] Tiled bitmap cache size set to 1000 MB

[2015/Oct/19|18:21:43] Preparing renderer…

[2015/Oct/19|18:21:43] Using Intel Embree ray server

[2015/Oct/19|18:21:43] Using probabilistic light evaluation with 16 lights.

[2015/Oct/19|18:21:43] Creating render callback from built-in VFB.

[2015/Oct/19|18:21:43] Max ray intensity is enabled: rendered result may have incorrect brightness.

[2015/Oct/19|18:21:43] Calling renderBegin().

[2015/Oct/19|18:21:43] Sending RenderBegin().

[2015/Oct/19|18:21:43] Sending RenderBegin() to atmospheric effects.

[2015/Oct/19|18:21:43] Sending RenderBegin() to render effects.

[2015/Oct/19|18:21:43] Sending RenderBegin() to environment maps.

[2015/Oct/19|18:21:43] Sending RenderBegin() to the tone operator.

[2015/Oct/19|18:21:43] Sending RenderBegin() to override mtl.

[2015/Oct/19|18:21:43] Adding global illumination light

[2015/Oct/19|18:21:43] Created global illumination light.

[2015/Oct/19|18:21:43] Light added to light list.

[2015/Oct/19|18:21:43] Scanning scene.

[2015/Oct/19|18:21:43] Created light from node.

[2015/Oct/19|18:21:43] Light added to light list.

[2015/Oct/19|18:21:43] 1 render object(s)

[2015/Oct/19|18:21:43] 1 render instance(s)

[2015/Oct/19|18:21:43] 2 render light(s)

[2015/Oct/19|18:21:43] Setting up lights for render instances

[2015/Oct/19|18:21:43] Setting up trace sets

[2015/Oct/19|18:21:43] Collecting node materials and texture maps

[2015/Oct/19|18:21:43] Collecting texture maps from lights and environment

[2015/Oct/19|18:21:43] Found 4 materials/texture maps

[2015/Oct/19|18:21:43] Scanning for incompatible materials

[2015/Oct/19|18:21:43] Creating render mesh for «Sphere001»: fixed mesh, node handle is 2

[2015/Oct/19|18:21:43] Caching camera animation.

[2015/Oct/19|18:21:43] Setting up projection mapper

[2015/Oct/19|18:21:43] beginSequence() done.

[2015/Oct/19|18:21:43] Open() done.

[2015/Oct/19|18:21:43] Entering Render().

[2015/Oct/19|18:21:43] Setting up MAX progress callback.

[2015/Oct/19|18:21:43] Creating G-buffer channels.

[2015/Oct/19|18:21:43] Starting frame timer.

[2015/Oct/19|18:21:43] Entering RenderAtTime(t=0, fieldMask=3)

[2015/Oct/19|18:21:43] Rendering frame at time 0

[2015/Oct/19|18:21:43] Setting up frame data.

[2015/Oct/19|18:21:43] Extracting frame data from FrameParams.

[2015/Oct/19|18:21:43] Extracting frame data from VRender Environment params.

[2015/Oct/19|18:21:43] Extracting frame data for fields.

[2015/Oct/19|18:21:43] Setting up frame region.

[2015/Oct/19|18:21:43] Clearing previous contents of frame buffer.

[2015/Oct/19|18:21:43] Calling beginFrame().

[2015/Oct/19|18:21:43] Entering beginFrame().

[2015/Oct/19|18:21:43] Setting RenderGlobalContext.

[2015/Oct/19|18:21:43] Broadcasting NOTIFY_RENDER_PREEVAL.

[2015/Oct/19|18:21:43] Updating the tone operator.

[2015/Oct/19|18:21:43] Preparing camera sampler.

[2015/Oct/19|18:21:43] Calling update().

[2015/Oct/19|18:21:43] warning: Bitmap pager is enabled; rendering might be slower

[2015/Oct/19|18:21:43] Updating scene materials for time=0

[2015/Oct/19|18:21:43] Loading bitmaps for «01 — Default»

[2015/Oct/19|18:21:43] Updating «01 — Default»

[2015/Oct/19|18:21:43] Loading bitmaps for «CheckerPattern»

[2015/Oct/19|18:21:43] Updating «CheckerPattern»

[2015/Oct/19|18:21:43] Loading bitmaps for «Map #16»

[2015/Oct/19|18:21:43] Updating «Map #16»

[2015/Oct/19|18:21:43] Loading bitmaps for «UnwrapChecker»

[2015/Oct/19|18:21:43] Updating «UnwrapChecker»

[2015/Oct/19|18:21:43] Preparing objects

[2015/Oct/19|18:21:43] Updating object Sphere001

[2015/Oct/19|18:21:43] Validity for node «Sphere001» is [forever], node handle is 2

[2015/Oct/19|18:21:43] Preparing instances

[2015/Oct/19|18:21:43] Sampling displacement maps.

[2015/Oct/19|18:21:43] Updating render lights

[2015/Oct/19|18:21:43] Updating atmospheric effects.

[2015/Oct/19|18:21:43] Updating render effects.

[2015/Oct/19|18:21:43] Scene setup: 0.0 s

[2015/Oct/19|18:21:43] Compiling render instances geometry.

[2015/Oct/19|18:21:43] Compiling lights geometry.

[2015/Oct/19|18:21:43] Preparing ray server.

[2015/Oct/19|18:21:43] Using embree ray tracing.

[2015/Oct/19|18:21:43] Building embree static trees took 0 milliseconds

[2015/Oct/19|18:21:43] Scene bounding box is [-21.3232,-88.3395,-28.7893]-[82.2291,26.43,28.7893]

[2015/Oct/19|18:21:43] Preparing direct light manager.

[2015/Oct/19|18:21:43] Initializing built-in VFB.

[2015/Oct/19|18:21:44] 2 render channels in sequence data

[2015/Oct/19|18:21:44] No additional render channels found; using optimized render channels calculations

[2015/Oct/19|18:21:44] Preparing global light manager.

[2015/Oct/19|18:21:44] Irradiance sample size is 84 bytes

[2015/Oct/19|18:21:44] Cannot use fast GI because primary engine is not brute force

[2015/Oct/19|18:21:44] Cannot use fast GI because secondary engine is not brute force or none

[2015/Oct/19|18:21:44] Broadcasting NOTIFY_PRE_RENDERFRAME.

[2015/Oct/19|18:21:44] beginFrame() done.

[2015/Oct/19|18:21:44] Broadcasting NOTIFY_BEGIN_RENDERING_ACTUAL_FRAME.

[2015/Oct/19|18:21:44] Setting up DoneCallback.

[2015/Oct/19|18:21:44] Rendering frame region (0,0)-(256,256).

[2015/Oct/19|18:21:44] Photon size is 56 bytes.

[2015/Oct/19|18:21:44] Light cache sample size is 120 bytes.

[2015/Oct/19|18:21:44] Building light cache.

[2015/Oct/19|18:21:44] Tracing 1000000 image samples for light cache in 64 passes.

[2015/Oct/19|18:21:44] Setting up 8 thread(s)

[2015/Oct/19|18:21:45] Threads completed

[2015/Oct/19|18:21:45] Merging light cache passes.

[2015/Oct/19|18:21:45] Setting up 8 thread(s)

[2015/Oct/19|18:21:45] Threads completed

[2015/Oct/19|18:21:45] Light cache contains 2306 samples.

[2015/Oct/19|18:21:45] Light cache samples collected; compiling lookup tree.

[2015/Oct/19|18:21:45] Light cache takes 5.2 MB.

[2015/Oct/19|18:21:45] Prefiltering light cache.

[2015/Oct/19|18:21:45] Average rays per light cache sample: 231.12 (min 80, max 710)

[2015/Oct/19|18:21:45] 1 interpolation maps registered

[2015/Oct/19|18:21:45] Rendering interpolation maps with minRate=-3 and maxRate=0

[2015/Oct/19|18:21:45] Setting up 8 thread(s)

[2015/Oct/19|18:21:45] Threads completed

[2015/Oct/19|18:21:45] Setting up 8 thread(s)

[2015/Oct/19|18:21:45] Threads completed

[2015/Oct/19|18:21:45] Setting up 8 thread(s)

[2015/Oct/19|18:21:46] Threads completed

[2015/Oct/19|18:21:46] Setting up 8 thread(s)

[2015/Oct/19|18:21:46] Threads completed

[2015/Oct/19|18:21:46] Calling endPass() on irradiance maps

[2015/Oct/19|18:21:46] Calling prePassDone() on irradiance maps

[2015/Oct/19|18:21:46] Image prepass completed.

[2015/Oct/19|18:21:46] Rendering image.

[2015/Oct/19|18:21:46] Setting up 8 thread(s)

[2015/Oct/19|18:21:46] error: UNHANDLED EXCEPTION: Rendering region (96,96)-(144,144)

Last marker is at ./src/globillummap.cpp, line 1932: GlobalIllumMap::buildLightMap() {5}

Could anyone please help me with what this error is due to? My system has 16GB ram and Its xeon processor. Normal rendering works fine. Only baking gives the error. Any help would be really appreciated. Thanks.

Hi,
I’m trying to build a Texture using PIXI.Spritesheet with manually loaded img and json.
 

baseTexture = new PIXI.BaseTexture(img);
pixiSpriteSheet = new PIXI.Spritesheet(baseTexture, json);
pixiSpriteSheet.parse(() => {
     console.log("Parsed");
});

If i do this several times with different images I’m getting a warning message: «Texture added to the cache with an id [0] that already had an entry».

After some investigations I’ve found that parsed textures are always adding to cache with frame idx as a key.

Spritesheet.prototype._processFrames = function _processFrames(initialFrameIndex) {

...

_.Texture.addToCache(this.textures[i], i);

...

}

Every time when parsing a new sprite sheet the cached textures will be overwritten by new with the same index.

Looks like any texture must have a unique ID when caching but it doesn’t… Is it a normal behaviour or am I doing something wrong? Is it possible to disable this warn message even if this is normal?

Arnold uses the OpenImageIO texture cache. From the OIIO Programmer Documentation:

In short, if you have an application that will need to read pixels from many large image files, you can rely on ImageCache to manage all the resources for you. It is reasonable to access thousands of image files totalling hundreds of GB of pixels, efficiently and using a memory footprint on the order of 50 MB.

So, if you’re using tx files (tiled and mipmapped textures), then Arnold can read tiles as required, and use the texture cache to keep memory usage under control.

The reason we don’t read all the textures at once is that many of our customers have (literally) 100+GB of textures, so we use a texture cache that constantly loads small bits of texture data as required, and unloads old data.

By default, the size of the texture cache is 2048KB (as of Arnold 4.2.13.0). The size of the texture cache is set in the Arnold Render Settings.

Max Cache Size
The maximum amount of memory to be used for texture caching. Arnold uses a tile-based cache with a LRU (Least Recently Used) type algorithm, where the least recently used tiles are discarded when the texture caches is full.

Note If we get an error reading a texture, we mark that texture as bad and we never try to read it again. This makes the renderer a lot faster when you have a missing texture, since we won’t ask the file server millions of times to read from a nonexistent file. But in a transient network error case, one bad experience and the rest of your render has the texture missing.

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