Sorry for the issue posts so close to each other (thanks aoktar fo resolving the first one).
I'm trying to render out a 175 frame sequence at work (left overnight to render). Around 20-25 frames into the render (from any point not just the beginning), Cinema 4D crashes.
The only thing I can think of (that might cause a crash) is that I was using an Octane scatter object with around 30,000 instances. It's slow-ish to render, but other than that I didn't see signs that I was overloading memory.
One other note: I remoted in to my workstation from home periodically last night to check on it, and of course noticed the crashing. After the second crash, I checked for graphics driver updates (there was one). So I installed the update but did not restart the computer (since I was remote I wouldn't be able to log back in) before I resumed the render from the last frame before the crash. Came in today to see that it had crashed again about 1 hour after it started. So without restarting the render, which I can't do until the end of the day, I can't be sure if it was a graphics driver issue or not.
I did include the C4D Crash Report. I really don't know how to read it, but was hoping maybe someone could take a look and see what the cause of the crash was? That would be super helpful for me to troubleshoot before EOD render. Thanks!
C4D crash while rendering sequence
Moderators: ChrisHekman, aoktar
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- _BugReport.txt
- C4D Crash Report
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You see this line "Octane::RenderResultStatistics::progress....." at top. This means there's a cuda error and crash after that. Looks like somethings hit to limits or a crash due some setup. Try to isolate some parts and do test renders until sort that. And let me know if you find any spesific node/setup with causes a crash rather than limits of GPU.
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
Hmmm... okay.
The scene isn't super complex. There's road, guard rails, car, and ground terrain + trees in the Octane scatter.
I have a 980 + 980 ti so 4gb memory total. Memory usage is 1.054Gb/1.947Gb/4Gb, so even with the scatter object it's using not even half of the available memory. Tri: 0/459k Mesh 55k.
There's no issues rendering a single frame, so it's like the render snowballs until it hits a limit.
The scene isn't super complex. There's road, guard rails, car, and ground terrain + trees in the Octane scatter.
I have a 980 + 980 ti so 4gb memory total. Memory usage is 1.054Gb/1.947Gb/4Gb, so even with the scatter object it's using not even half of the available memory. Tri: 0/459k Mesh 55k.
There's no issues rendering a single frame, so it's like the render snowballs until it hits a limit.
You can play in editor while LV having render and see if there's a problem. Not so hard. Also you should check some frames while doing work. Note that LV vs. PV could be different as write here: https://docs.otoy.com/Cinema_4D_Plugin_ ... h%3D_____6
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
Just as an update:
Not sure if installing updated drivers and rebooting was the solution or not, but I also noticed that the tree that the scatter object was referencing was multiple meshes within a null, so I connected all + delete. This dropped the mesh count from 50k to around 20k. No rendering issues since.
On the subject of scatter object. Is there a way to "lock" the instances in place? I get the feeling that little changes unrelated to the scatter object can change up their positions, though I can't locate an exact cause. I had my 175 frame sequence rendered out, and when I came in to work to finish comping with Nuke, one frame of that sequence was corrupted. When I went in to re-render that frame, all of the scatter objects were in a new location, like the seed was changed. But this was the first time opening the project since I closed it after rendering.
I would have been royally screwed if I did not have a backup of the exported sequence, which luckily contained an un-corrupted version of that frame I could then patch back in.
Not sure if installing updated drivers and rebooting was the solution or not, but I also noticed that the tree that the scatter object was referencing was multiple meshes within a null, so I connected all + delete. This dropped the mesh count from 50k to around 20k. No rendering issues since.
On the subject of scatter object. Is there a way to "lock" the instances in place? I get the feeling that little changes unrelated to the scatter object can change up their positions, though I can't locate an exact cause. I had my 175 frame sequence rendered out, and when I came in to work to finish comping with Nuke, one frame of that sequence was corrupted. When I went in to re-render that frame, all of the scatter objects were in a new location, like the seed was changed. But this was the first time opening the project since I closed it after rendering.
I would have been royally screwed if I did not have a backup of the exported sequence, which luckily contained an un-corrupted version of that frame I could then patch back in.