heya
im trying to render something really high poly using mental ray and i get this error
"The render was canceled due to insufficient memory, Adjust the scene or render settings to reduce memory usage and try again"
i have 12GB DDR3,
and i was wondering if its something i can fix if i can increase virtual memory in mental ray but i donno if there is an option like that
i remember i had that option in Vray and i worked
any idea?
Replies
you have any textures in there?
running with FG/GI, no FG/GI?
have any stuff hidden in the bkgd that you don't need any more, unnecessary stuff?
if you're running windows, check your page file size through your computer properties and adjust it through there (though this most likely will not really help or change anything, it might)
does it render at low res settings in MR? does it render in scanline?
if that wont help either you could just render out regions and stitch them together in photoshop.
and yea i render with GI, no textures
it would also be beneficial to look in the processes tab and take note of the current memory consumption state before you render, which would just be the program running at it's regular state.
will it render without GI? without lights? with lights but without shadows?
there's just something in the scene, flat out, that is keeping it from rendering and i doubt it is your geometry.
try merging into a reset scene and see if that works. only merge in some of the objects to start.
keep hacking down even the silliest possibilities.
i've had scenes that wouldn't render because the shader just didn't agree with me for some unknown reason. merging into a reset scene would fix this 90% of the time.
i guess i need more memory
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ps: for me 8 gigs ram = around 8 million polys render in mr. How many did you have?
57 mil
and thats just 1/4 of what the final model should be
looks like im gonna have to buy more ram
if everything is at ts2, then go back and really analyze what details really need that amount of smoothing and what objects could do with less, and what objects could do with some better optimization to achieve the same result. unless you are printing out a 5ft tall to lifesize print of this thing, i highly doubt everything in your scene needs to have that much smoothing on it.
I got the same problem importing a FBX from Maya...
Reason was about Uv set : some of polygons from my object was not attached to the second Uv set I created in Maya...
Object was the result of a combine with multiple objects and some with a 2nd Uvs set and some without...
... and it will create the same error in 3dsmax when pressing F9.
I already committed the bug last week on the Autodesk website but in the FBX section...
You could create another bug entry with your version of 3desmax.
12GB is loads, you don't need more, you just need to rethink the way your modeling
also im sure those stats reffed to trasnformers 1, with had less detailed robots and not very smooth cylinders
where did u get that info? is there anything like that about transformers 2?
in your TS settings have you set the iterations to render time only so your not wasting RAM displaying them in the scene?
here's info i found on transformers2
the proxy idea could work. i've never tried them before so it never even crossed my mind, but it would be worth a shot.
regardless, it would be worth it to go back and optimize a few things, larger pieces that could make a big difference... i mean ts1 doesn't really get great results, so i hear where you're coming from... you gotta keep that quality up as best you can... there's probably some small pieces that you could actually roll with some simple smoothing groups on though, and those little buggers eat up some damn poly count some times without you even realizing it.
However, the proxy idea i mentioned earlier should have no problems rendering your scene.
i can just smooth the faces and it will prob look almost the same
i just love smooth parts lol so i use TS alot even when i dont need
and yea the like u said, the base is good enough to go
it looks like 130mil lol
ill show when ill have something good xD
http://fc03.deviantart.net/fs16/f/2007/165/5/4/Optimus_Prime_Reference_Image_by_Tophoid.jpg
bumped into this pic and remember about what u guys said about the polycount
its really big pic and u can see the smallest details clearly
without TS, u would find some sharp and edge element but i cant find even 1
it like every part have TS O_O
this is really incredible work once u study every parts of it
Well worth looking into if you want to save work for highpoly renders.
http://www.robertfletcher.org/public_files/Scripts/set_memory_limit.ms
It fixed the problem for me
i cant find that option in my max (2010), can u post a screenshot of where it is?
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i think it calls round corners
that might be cool stuff
thanx
im gonna try it and let u know
thanx!
cant find it
round corners is part of the mentalray A&D material. found under special effects. A good scene scale helps allot when using this feature.
I can find it =\
1: roundcorners node in the bump slot of a standard mat.
Its a hidden shader so the quickest way to get it is a script save that as a script or drag it onto your ui to create a button out of it
2:Use Arch & Design shader
Change the Standard max material to Arch & Design. Just click on where it says standard in the material editor and select Arch & Design. Under special effects is the round corners option.
The Script:
Download and run the script.
Go to customize UI - > Toolbars
Chnage the category to "RT Render Tools"
Drag 'Set Mentalray Memory Limit' onto your top bar.
Thanks for the write-up!