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번역 관련 문제 보고
Excess subdivision, Samples, Materials, etc ...
Try using the Simplify to set to 0 the render, if it works then go up (1, 2, and next) if crash then effectively you are exceeding the limits.
https://static1.squarespace.com/static/58586fa5ebbd1a60e7d76d3e/t/590c2371e58c62a557d0b82e/1493967730780/
It happened to me and it was precisely for that reason. Although blender says it does not use more than 3GB in fact if it does, and usually did when it had no RAM and used virtual memory, the windows task manager told me that he only used 2GB of the 16 I have but it was actually because the whole system was blocked.
my specs
intel i7 4790k
32gb DDR3 @1600 MHZ
GTX 980ti
Windows 8.1 64bit
i cant to "simplify" on an isosurface object due to the nature of the object ... i measuered it when i did managed to get it to render it literally did not use more than 4.6 gb at the complex parts and that is with 1.7 million faces ... its rather random and i dont think 1.7 million faces use up more than 8gb i use the following addons
Cubesurfer
Molecular ...particle thing ... its the molecular addon (cant spell it)
Anyway ... blender doesn't care what you have in the scene, simplify what he can, in the Viewport blender use the "simplify" all the time.
You can also remove objects from the scene (make a copy of the file and play with it, this way you will not touch the original) and you can trying to eliminate the objects of your scene one by one until you find the cause.
The idea is to try and find the problem. Also a good idea would be to make a new Blend file and copy and paste the original objects (all keyframes should be copied) or even import the file (always having a copy in case something happens).
I already say that it has happened to me many times and it has always been to go over the line with the amount of vertices, materials and to know. I have reached the absurd amount of 78GB of RAM and even renders that have taken 10 hours with only 64 samples and 1280x720P.
I sometimes start from zero the whole project, it is an annoyance but there is no other way and try to not repeat the same error doing render tests. Do you make incremental copies? I do and if it fails then I try to solve the problem but if I can't I simply go back to the previous copy and I continue from there (rollback) it is effective but what has been done in the last hours or days is lost.
The addons can also be problematic, it's a bad idea to use addons if they are not stable and more when blender is updated. I have had problems since version 2.77 to 2.78 for using addons so I stop using them.
Took a quick peek at the documentation for the addons you mentioned, and it appears that you are taking a mesh, for example Suzanne, and turning it into particles and simulating stuff. And there is the self-collision and linking particle behaviour together you get from the molecular script.
If you start with a mesh that has 1.7 million polys, and these scripts are turning those into particles and trying to calculate self-collision between these particles, that is a HELL of a computing task to try and pull off. Mika is probably completely right, you likely need to simplify your scene.
Check out this video of someone else using this addon for an idea of the scale you're trying to work with. It is the Cube Surfer addon at least, he might not be using the molecular script. If he's not, the times listed would probably be even higher.
https://www.youtube.com/watch?v=W6XKZuXoztE
Here are the stats pulled from the video.
200,000 particles
7 hours and 15 minutes to bake
350 frames (equals about 12 seconds of video @30fps)
25 hours and 37 minutes to render it
So to bake + render this video it took 32 hours and 52 minutes. That 33 hours gives you about 12 seconds of video. This video isn't showing you just what he rendered out, it is showing the overall process as well.
Sounds like your scene is about 8.5 times bigger than his, in terms of particles. I assume your 1.7 million polys would be converted into at least 1.7 million particles. Possibly more if the addon multiplies the amount of particles it creates from the mesh. A rough estimate would be that you would take 255 hours to render your scene. And this estimate doesn't factor in the length of what you are trying to render, or how powerful your computer is compared to the guy in that video. It is quite believable that you are running out of RAM.
We'd need a picture of your scene and what you are working with (or even the .blend file) to say for sure, but you can probably retopologize your mesh and bring the polycount way down. From 1.7 million to 200,000 or less, depending on your object. Or use addons that will cut the polycount down, although I'm not familiar with those kinds of addons. I think the decimate modifier might be the one I'm thinking of.
i dont start with 1.7 million faces the iso surface objects start with a total of about 100k faces and as the simulation continues the Iso Surface object grows complex and at 100 frames it hits 2.3 million faces ... as i said this is an object that cannot be simplified .... if it can render in the view port at the 2.7 million faces at frame 100 why cant it render properly in the render window
how do i share the blender file when i dont know how to share the molecular cache or the iso surface Voxel cache
https://ponyguy456.deviantart.com/art/Ponlets-slice-714504100
this is a screen cap i took of the whole thing because i dont know how to send blend files
it renders in the viewport but not in the final render
i have used the principled shader for every material in the scene
This video I did some time ago. (look at the number of particles)
https://youtu.be/X-C4Jgviwww
It seems silly but blender doesn't count the amount of faces, vertices or memory that it uses when the modifier is active because is dynamic. This is the render that I put that used about 78GB. Blender said it only used 120MB of RAM. (fail, I put 78GB and that is the vertices, in total 59GB, wrong number xD) In my case it's not an isoSurface but particles that more or less is the same, the consumption of HW.
That of uploading the file .blend (NEVER), only screenshots or videos, if you want someone to look at the file then make a copy with a cube or sphere that simulates the same, you can upload to Dropbox / Google Drive / Microsoft OneDrive.
The viewport is not the same as Final render.
Just as it is impossible for the viewport to reach 2.7 million faces, we are talking about a huge number of faces, the blender editor (viewport) would never reach frame 100, that is, blender works with a single processor core, to arrive to frame 100 would require a lot of time, even to move a simple flag needs a lot of time to reach frame 100 and we are talking about only 30 faces as much with physics. That's why I said to use the Simplify, because if you put it to 0 it will be the same as in the viewport and if the viewport works then the final render will also work, it's not that hard to understand.
Possibly the isoSurface has 2 options, one for the Viewport and another for Render, as well as the particles that by default are in 10 for Viewport and 100 for Render.
The idea is to know if the isoSurface is the problem, but if you do not try it you will never know it. Although seeing what has already happened it is clear that it is sure to be that, possibly you can not. I have had problems with the fire, blender has to create fire but every time I try to render blender it stops working and the GPU is disconnected (which forces me to restart the computer completely) So after doing tests for about 1 month , I found that the solution is to render the fire separately, render with a transparent background and then add it with an external video editor.
Or in any case configure the isoSurface as it is in the Viewport, maybe that's enough.