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TrueSpace 7.11 - Causes for Render failures?
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TrueSpace 7.11 - Causes for Render failures? // Archive: Tech Forum
Post by tscorpio // Apr 17, 2007, 7:45am
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tscorpio
Total Posts: 84
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I beleive this was asked some time back but couldn't find the threads...
What are some things that can casue TrueSpace not to render?
Sometimes when I click the render to screen button I get the hour glass for a few seconds, then it turns back to a pointer and that's it.
If I were to select Render to File button, I get a file with nothing but black pixels.
What I don't understand is that it doesn't seem to be scene size related - I've had it happen to objects under 5,000 faces.
I have rendered current oject for every opject in my scene and it work, but render to screen fail.
Sometimes just removing the textures will fix it, others I've simply had to abandon.
Any advice would be appriciated. |
Post by spacekdet // Apr 17, 2007, 8:19am
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spacekdet
Total Posts: 1360
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Texture sizes above 4000 pixels will render black. (tS6.x) |
Post by TheWickedWitchOfTheWeb // Apr 17, 2007, 12:02pm
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TheWickedWitchOfTheWeb
Total Posts: 858
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I've been having exactly the same trouble recently. Especially with the 'Gates' scene. Does it's calculations (like shadowmaps, etc) then just renders a black screen like it's empty and there's no lights. Can hiccup like that with area render to. Once it's done it the only way to get it to render is to shut tS down and restart it. This is with the Lightworks engine, Bridge turned off. Absolutely no idea what's causing it so if anyone does have any suggestions I too would very much like to hear them. |
Post by tscorpio // Apr 17, 2007, 5:43pm
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tscorpio
Total Posts: 84
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I reduced some of my texture images - they ranged anywhere from 1000x1000 to 3500x2500 and that bought me some space.
It did render until I added more textured objects to the scene then it started acting up again.
So does that mean there's a limit to the "texture space" that TS uses and the more you use, the smaller you have to keep making them so they all "fit" within that memory space? |
Post by spacekdet // Apr 17, 2007, 6:09pm
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spacekdet
Total Posts: 1360
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I don't think there's a limit in that fashion...megabyte-wise...I think the 4000 pixel limit was a render engine issue- and then just the object with the 'oversize' texture would render black. If the whole scene is rendering black, that sounds like a different problem. Might be a good time to utilize Tech Support...?
I think you can use as many textures as your hardware can handle., there's no finite 'texture space' as far as I know. |
Post by Shike // Apr 17, 2007, 10:28pm
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Shike
Total Posts: 511
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Hm, I've been under the impression that the texture size limit for ts7.11 and Lightworks is 3500x3500 (compared to 4000x4000 in ts6) and the only limit aside from that I'm aware of is that you can't let the trueSpace process reach the 32bit 2GB memory limit....but that's not what's happening here (truespace would crash. Also, not sure if that limit still applies for Vista32 or 64 ?)
The only times I encounter what you describe is when the "Bridge" is turned on. Strange that WickedWitch has that problem with bridge off !? :confused:
Might be related to shadowmaps? I never use that since raytraced area/IBL/HDRI lights are more stable, accurate and require less memory..though it's sloooooower :rolleyes: |
Post by Accu // Apr 19, 2007, 2:16am
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Accu
Total Posts: 49
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I've had some similar problems.
For me it could be anything as I tried to render a big tS6.6 scene with lots of polygons, Simbiont materials and lots of lights.
I managed to render the scene in tS6.6 but at 1024x768 or even less. Trying to render it at insane resolutions got me "fatal error in rendering" for tS6.6 and it didn't work in tS7.11 either (not sure what the error said or if it just rendered black).
After that, I tried to render it per light, thinking it'll reduce the stress on the system and get me the final image but then I the got "out of memory" error. I think it would have rendered if it weren't for those meddling Simbiont materials. :)
So... my advice - try to render per light. |
Post by tscorpio // Apr 20, 2007, 5:09am
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tscorpio
Total Posts: 84
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Some are saying the image dimention limit is 4,000 and others are 3,500. I reducing all mine to 2,000 to be safe and so far it's doing the trick. |
Post by W!ZARD // Apr 22, 2007, 7:43pm
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W!ZARD
Total Posts: 2603
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Hmmn! I never had anything like this happen to me - then yesterday I read this thread for the first time and now the current scene - representing a considerable amount of work - is calculating for a few minutes and then spits out a totally black file. :confused: :mad: :( . This has totally stopped my banana dancing as you can well imagine.
I'm currently working my way toward the final scene I want to render by starting from a scene file that works, tweaking the scene saving that as a separate file when it renders and going back a step when it doesn't in an attempt to see if there is one specific component of my scene that is causing this glitch but I've so far been unable to identify a cause.
Given that this is obviously not an isolated incident - clearly other folk are having the same problems - I would have thought that the Caligarians would be aware of this issue.
Can we get any comment please? |
Post by Bobbins // Apr 22, 2007, 10:40pm
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Bobbins
Total Posts: 506
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In LightWorks, there is a size limit for textures. Off the top of my head I can't remember what it is but the 4096x4096 per texture sounds about right. Remember that if you are using JPG images, the image is compressed and has to be uncompressed before use. Although the file may take up a couple of Mb on your disc, uncompressed it will need at least 50Mb in memory. Added to that there is also a maximum limit on the amount of addressable memory available to tS so if you are using a lot of 4096x4096 textures (and shadow mapped lights, HDRI, geometry etc etc) you will very rapidly use up memory. Some users have reported failed renders starting to work when scaling the textures down to something more manageable where possible. LightWorks also has a maximum rendered output image size of 8192 x 8192.
VirtuaLight - I have no idea.
VRay - not sure about maximum limits for texture sizes. The output rendered image size has no maximum and is limited only by the amount of available memory to the system. |
Post by weaveribm // Apr 22, 2007, 10:42pm
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weaveribm
Total Posts: 592
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Wiz maybe you could try re-texturing everything (in a test copy) in base texture in case some texture is causing problems?
The black rectangle yes ouch could be contagious mate :)
Remember that if you are using JPG images, the image is compressed and has to be uncompressed before use
Ah food for thought- thanks Bobbins!
Peter |
Post by parva // Apr 22, 2007, 11:12pm
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parva
Total Posts: 822
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Yeah, never understood that jpeg compression/uncompression thing. I mean a jpeg isn't a lossless compressed filesystem or I wouldn't see that blocks in a heavy compressed jpeg file. If it would be a lossless compression system I could watch the picture without those blocks or could convert it to the original state. ZIP would be a lossless compression system but not jpeg.
Another thing is cleary visible: lightworks is behind the current technology.
Final Render has a Dynamic Bitmap Pager system you can enable if you want to render really large resolutions or have huge textures in use:
"The basic idea behind Dynamic Bitmaps is to reduce the amount of memory used to store and process bitmaps at render time. With Dynamic Bitmaps you may render images nearly with an unlimited resolution. A 20,000 x 20,000 pixel image is now renderable on a standard PC with only 256MB of RAM using this technology." |
Post by TheWickedWitchOfTheWeb // Apr 22, 2007, 11:44pm
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TheWickedWitchOfTheWeb
Total Posts: 858
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I see plenty of mention of texture/image size but just some food for thought, this has also happened to me on a scene that has no textures (just plain out the box phong) and rendered in one window of a standard four view set up. Curious. |
Post by W!ZARD // Apr 23, 2007, 12:06am
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W!ZARD
Total Posts: 2603
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Hmmn - interesting! This is quite a heavy scene in polygon terms but the textures are all medium sized rather than big - 2000x 1500 pixels in the sea surface is easily the biggest texture.
I've managed to render this picture from the scene but there are several layers hidden. Lighting is one IBL (no shadows) and one infinite light with raytraced shadows. No fog or forground/background shaders in used. Ive successfully rendered heavier and more complex scenes in tS6.6 - it just meant the windows swap file was doing more work.
@Weaveribm - perhaps you can see why the idea of retexturing this scene is giving me the screaming collywobbles.
Ooo-aar - the dreaded black rectangle. Of course in the good old days it was the dreaded Black Spot! |
Post by weaveribm // Apr 23, 2007, 10:05am
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weaveribm
Total Posts: 592
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Crikey yes I see what you mean Wiz
Fabulous marine painting mate, too cool for a render I'm promoting it!
Oi I may mention the Plimsoll line and heavy cannonage and er, tackle at some point <runs away> :)
Peter |
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