#Render Lockup
3 messages in this thread
Help!
I am in the middle of the largest project I have ever attempted, and 3DS
keeps locking up after about 2 to 3 rendered frames!
Using Zeos Pantera 90, with 24 Mbyte of RAM, Par (latest version), par
drive 1 Gbyte, and a SCCSI 1 Gbyte. The file is an 900 frame
animation….290,000 faces, Phong shading, 300 some objects.
What appears to be happening, is that when I swap to disk, and the swap
size approaches approx 70 Mbyte….the rendering process will hang. When I use
phong shading it happens within 2 to 3 frames, when I use flat, I can get
anywhere from 9 to 16 frames before the magic number. I cannot confirm tho on
all lockups that it happened when the swap hit 70 Mbyte.
I did have local shading variables for the two lights I was using….Map
size 1000, Map bias 1, and Map sample range at 5. I changed these to GLOBAL and
used the defaults of 500, 1 and 2 respectively, it still hung at about 70 Mbyte
swap size.
What is curious is the nature of the "Hang". sometimes it was a complete
freeze and forced reboot, sometimes I could hit the ESC key and it would exit
out normally. ( I would wait as long as 30 min before hitting ESC key when the
render bar ceased to move….it was not thinking and I jumped the gun). Not to
be misleading, it would not always hang during the render progress bar
sequence….sometimes it would hang during "optimizing".
This is a 900 frame animation @ 30 fps for a 30 sec spot…. I need help,
the customer is waiting!!!! Im at my wits end!!!!!
Yes I have tried the proverbial "Clean Boot", no luck….tonight for do do
and giggles I am going to set the -swapdisk parameter in the cfig386.exe file
to something other than the root….other than that, I am using cfig386
defaults.
Any help or advice would be greatly appreciated <G>
P.S. I have 500 Mbyte of free disk space on my swapdrive, and I have run
defrag, and optimize. Scan disk reported no problems….
Mason
Unfortunately, this sounds like your HD controller is choking at 70Mb because
of some sort of Phar Lap incompatibility with some aspect of your system
environment. To test this theory, create another project that also creates a
swap file that large (easy to do with huge shadow maps) and try that. If it
still crashes, it's not a 3DS problem.
If it doesn't crash, then go back to the first file and start whittling it down
to exactly what's making it crash, and send it to Jonas and see if he can
reproduce the crash. If it doesn't crash for him, it means that it's still a
hardware problem on your end.
That diagnostic proceedure is the only way for Jonas (or anyone) to help you
get to the next step with this problem.
– G
Mason:
Since you are creating such a huge swap file you might actually gain speed and
avoid your computer 'hang' by changing your shadows to be raytraced. Worth a
try.
Bob