Hey all,
I do a lot of animated landscape scenes, but lately I am having issues with that 3dsmax/Octane crashes after rendering just like 25 frames or less.
I am using forest pack to scatter many objects in the scene, but even when I have a scene that is more simple, it still crashes.
Has anyone else had this issue?
I am rendering over night when i sleep, but wake up to next to nothing done.
thanks!
Crashes on landscape animated scenes
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http://www.larsgehrt.dk / i9-13000k - 220 GB - RTX 4090
@larsgehrt
It crash but it looks nice !
sorry, no idea.
It crash but it looks nice !

sorry, no idea.
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
It sounds like a cumulative memory use issue to me. I'm not a Max user, but you should be able to see the Octane Logs from your Octane Preferences. If so, it should be pretty clear in the log. You can also look at Octane Settings>Devices>Octane Device Settings to see how much memory is being consumed and by what. You might need to enable Out of Core Data, which will slow things down a bit, but might get you all the way through the render.
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... light=logs
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... ght=device
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... 0of%20core
With large landscapes it's easy to wind up using some assets that are significantly higher res or higher bit depth than they need to be, so some optimization might be in order. Things like textures that drive instance placement can often be quite low res and look just as good, even across kilometers/miles of land. You can also bake them out ahead of time if they are procedural but static. These maps can also be 8 bit gray instead of 24/32 bit RGB/A, saving some more memory. It can be worth while to go through all textures and set the Channel Format instead of relying on the default Automatic setting. There's no need to use more than 8 bits per RGBA channel unless the results are passing through several nodes that need the extra elbow room to prevent banding or clipping, or you need the extra range to define luminance values.
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... light=logs
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... ght=device
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... 0of%20core
With large landscapes it's easy to wind up using some assets that are significantly higher res or higher bit depth than they need to be, so some optimization might be in order. Things like textures that drive instance placement can often be quite low res and look just as good, even across kilometers/miles of land. You can also bake them out ahead of time if they are procedural but static. These maps can also be 8 bit gray instead of 24/32 bit RGB/A, saving some more memory. It can be worth while to go through all textures and set the Channel Format instead of relying on the default Automatic setting. There's no need to use more than 8 bits per RGBA channel unless the results are passing through several nodes that need the extra elbow room to prevent banding or clipping, or you need the extra range to define luminance values.
Animation Technical Director - Washington DC
Thanks man,
I have 220 GB in my PC so i should have enough. The Out of core memory was only set to 8GB, is changed this to 128.
Ill try and render a test.
My plants do have a max of 4k textures, and i use a very low resolution for my plants to keep down memory, but I guess it can be better
I have 220 GB in my PC so i should have enough. The Out of core memory was only set to 8GB, is changed this to 128.
Ill try and render a test.
My plants do have a max of 4k textures, and i use a very low resolution for my plants to keep down memory, but I guess it can be better

http://www.larsgehrt.dk / i9-13000k - 220 GB - RTX 4090
Do you made all your objects as Movable proxy ?
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
hm, I am not sure, what should that help?
http://www.larsgehrt.dk / i9-13000k - 220 GB - RTX 4090
- neonZorglub
- Posts: 1007
- Joined: Sun Jul 31, 2016 10:08 pm
If you have many instances of the same object (tree, plant, ..), then setting them as Movable proxy will reduce the memory usage a lot (avoiding the duplication of the same mesh multiple times).larsgehrt wrote:hm, I am not sure, what should that help?
If you have many big textures, you can also try to use the channelFormat BC1 / BC7, that could save some GPU memory too..
If you still have crashes, could you send me your scene by PM, possibly as an Archive (with all the textures)
Thanks
Thanks mate, I will try it out 

http://www.larsgehrt.dk / i9-13000k - 220 GB - RTX 4090
So, I found out something weird. When rendering these big scenes, I was playing a game meanwhile octane was rendering. While playing there where no crashes, so I just left the game going while rendering. And 3ds max and Octane did not crash.... And my scene got rendered out. It has worked for all the scenes I have rendered since then. Funny thing though, when the game decided to crash, max and octane also crashed....
http://www.larsgehrt.dk / i9-13000k - 220 GB - RTX 4090
- paride4331
- Posts: 3809
- Joined: Fri Sep 18, 2015 7:19 am
Hi larsgehrt,
I think this makes sense. The GPU memory is being used by Octane, 3ds Max, and the game at the same time. If for some reason the VRAM gets saturated or something else, the game will crash, just like any other application that's using the memory at that moment. Personally, I wouldn't use video games while rendering.
Regards
Paride
I think this makes sense. The GPU memory is being used by Octane, 3ds Max, and the game at the same time. If for some reason the VRAM gets saturated or something else, the game will crash, just like any other application that's using the memory at that moment. Personally, I wouldn't use video games while rendering.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid