Nvidia OpenGL driver Error code 3 - render crash!
Moderators: ChrisHekman, aoktar
no, amount of that. Render is slowing with amount. Also some models with high amount of dis. is causing slowdowns, even unresponsiveness.zackyd wrote:by that do you mean, distance or 4092x4092 vs 1024x1024
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I only used 4 materials with displacement, on 4 separate meshes in the project. if this is a limit of how much displacement can be used, is it expected to be able to handle more with future releases?
and just for my own curiosity/ignorance, if the scene exports and starts to render fine in the live viewer or standalone, why does the delay crash error crop up. it seems that would be an error that would pop up upon loading/exporting.
Thanks!
and just for my own curiosity/ignorance, if the scene exports and starts to render fine in the live viewer or standalone, why does the delay crash error crop up. it seems that would be an error that would pop up upon loading/exporting.
Thanks!
4x GTX 780 6gb // 32gb ram // 1600w
Only limit is VRAM. What kind of textures are used? Ex. if you use 8192x8192 (32bit tiff), each pixel will consume 16bytes. 8bit images takes 4 bytes per pixel. So calculation of memory for this image that gives 1GB RAM. Don't forget to check free Vram from Live viewer.zackyd wrote:I only used 4 materials with displacement, on 4 separate meshes in the project. if this is a limit of how much displacement can be used, is it expected to be able to handle more with future releases?
and just for my own curiosity/ignorance, if the scene exports and starts to render fine in the live viewer or standalone, why does the delay crash error crop up. it seems that would be an error that would pop up upon loading/exporting.
Thanks!
Secondly, things that you are talking, all is internal. Not visible by plugin. Delay is propably caused by high gpu calculations for some internal reasons. GPU can be hardened to solve displaced polygons. Calculations should be very complex to handle. Especially with high values of displacement/ highres and high polygons.
Keep in mind, most calculation is done runtime. Not before render process. It's not possible to estimate what will be happened, before sending the data to Octane(GPU). Also some Cuda errors are similar. Because it's happening internally.
I'm not writer of this parts, only plugin developper. So these information may be exact or common.
I hope that could be informative
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
The textures are 8bit 4092x4092. The LV says I am only using 1.661 GB of the 6GB. I have disabled it so now there is only two textures with these textures and I am still getting a 702 error. I will get together an example scene for you as soon as I can.
4x GTX 780 6gb // 32gb ram // 1600w
Any update on this issue?
I need to final render a commercial project NOW! in LW my displacement soil-block and my 10 dirt-displacemt-vegetables render fine! Yet, when rendering the animation to pictureviewer screens turn black and i get "Error code 3". It only works, if i deactivate the displacemt dirt on the veggies. i even lowered disp for veggies to 256x256 and the big soil-block to 1024x1024...
LW and GPU-Z show only 1200 MB of V-Ram used, also in the moment of collapse...
any help please!
I need to final render a commercial project NOW! in LW my displacement soil-block and my 10 dirt-displacemt-vegetables render fine! Yet, when rendering the animation to pictureviewer screens turn black and i get "Error code 3". It only works, if i deactivate the displacemt dirt on the veggies. i even lowered disp for veggies to 256x256 and the big soil-block to 1024x1024...
LW and GPU-Z show only 1200 MB of V-Ram used, also in the moment of collapse...
any help please!
so for me the error is resolved for now.
i took apart may scene and i found out, that when applying displacement textures to objects that are scaled to 0|0|0 or 0.001|0.001|0.001 (everything close to veeeeeery veeeeeery small) the error pops up and everything freezes. removing tiny scaling-keyframes resolved the issue for me.
i took apart may scene and i found out, that when applying displacement textures to objects that are scaled to 0|0|0 or 0.001|0.001|0.001 (everything close to veeeeeery veeeeeery small) the error pops up and everything freezes. removing tiny scaling-keyframes resolved the issue for me.
nice, it seems as a limitation on Renderer.momade wrote:so for me the error is resolved for now.
i took apart may scene and i found out, that when applying displacement textures to objects that are scaled to 0|0|0 or 0.001|0.001|0.001 (everything close to veeeeeery veeeeeery small) the error pops up and everything freezes. removing tiny scaling-keyframes resolved the issue for me.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
now we should find out how small things can be before octane crashes...
well. its not as easy as it seemes.... i know now that for my side the 'Error Code 3' is defenetly caused by displacementmaterials. avoiding small scalings is one thing, a simple series of 10 boole-objects (each activated in visibility for one frame, stop motion like) took me an other 3 hour to figure out. other displacemet boole object rendered without problem, even animiated ones with changing point-count. but maybe there is a limitation on the number of displacemet object in a scene? anyhow i made it work (and i dont really know how, yet i pray to god, that these frames finish today), but think twice if you want to deliver a project with many different displacement-objects, that are animated + complex.. octane is not ready for that.
i didnt mention that i even have to do some AE touch-up because (as known from other forum-threads) octane dicplacemet produced different holes in the geometry surface.
i didnt mention that i even have to do some AE touch-up because (as known from other forum-threads) octane dicplacemet produced different holes in the geometry surface.