tonyo_d Posted August 8, 2013 Share Posted August 8, 2013 Your scene needs about 6000 MB to render, and you are only allowing it to use 4000 MB. The dynamic memory is set in settings tab -> system section. Change Dynamic memory limit from 4000 to 6500 and see if it works. Even though the grass is not seen in your water camera, it is still in the scene and needs to be computed for GI, reflections/refractions, etc. Also, in forest pack pro, did you use the camera clipping option? If not, try using it. It will free some memory. One last thing I don't think the summary info counts the forest pack proxies, as it is a 3rd party plugin. Not sure though. Pretty sure it is a memory issue Link to comment Share on other sites More sharing options...
Terri Brown Posted August 12, 2013 Author Share Posted August 12, 2013 ok great thanks Vincent. I wasn't aware of that option in the settings tab - it's changed now. I will let you know how the next render goes. And to answer your question, yes I do use the camera clipping option. Link to comment Share on other sites More sharing options...
Terri Brown Posted August 15, 2013 Author Share Posted August 15, 2013 ghokay, so I upped my dynamic memory to 6000, and here's the result: Grass still checkering. I haven't had time to give an analysis of my grass as Andy asked...will get onto that as soon as possible. The mystery continues... Link to comment Share on other sites More sharing options...
Terri Brown Posted August 19, 2013 Author Share Posted August 19, 2013 OK Andy, I've eventually done a few screen grabs of the grass that rendered like so: I'm using Forest Pro 4.0.2 to scatter 7291 grass proxies of two separate models directly merged from Evermotion archmodels 124. I use the merged materials, so no changes there. I have exported the mesh to my hard drive and have the two VRayProxies in my scene. See all the attached screenshots for more info: Do you need any other information? Link to comment Share on other sites More sharing options...
Terri Brown Posted August 19, 2013 Author Share Posted August 19, 2013 (edited) Interesting...I was just going through my render elements. Check out the RawReflection pass: Turned up in my VRayLighting pass too. Edited August 19, 2013 by terribrown Link to comment Share on other sites More sharing options...
Scott Schroeder Posted August 19, 2013 Share Posted August 19, 2013 Try upgrading to 4.0.3 and see what happens. What if you remove the normal map from the bump slot? What is your normal bump map set to? Tangent? World? Is it using any flipped channels? Normal maps play just okay sometimes in Max, especially if they are not set up correctly. Link to comment Share on other sites More sharing options...
Terri Brown Posted August 21, 2013 Author Share Posted August 21, 2013 Hi Scott, The normal map is set to tangent. No flipped channels. I will try removing it. Link to comment Share on other sites More sharing options...
Simon Moir Posted August 22, 2013 Share Posted August 22, 2013 Try swapping to VRayNormalMap. Link to comment Share on other sites More sharing options...
paweljedwabny Posted November 11, 2013 Share Posted November 11, 2013 Hello, i had the same problem occurring randomly. Sometimes RAM solution works, but swapping to VRayNormalMap solves problem premanently. Thank you Simon! Link to comment Share on other sites More sharing options...
Terri Brown Posted November 12, 2013 Author Share Posted November 12, 2013 (edited) yip, it was definitely a problem of normals for me too. Sheesh, sorry it took so long to post that, and sorry it took so long to thank you Simon and Scott! Edited November 12, 2013 by terribrown Link to comment Share on other sites More sharing options...
rafa rubio Posted December 19, 2013 Share Posted December 19, 2013 I had the same problem and it was due to lack of update on a render node (SP3). Link to comment Share on other sites More sharing options...
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