Blender
Ponlets 2017년 11월 10일 오후 2시 55분
blender crashes when in hit render
i have a moderatly simple scene that animates fine and everything but when i hit render it crashes all the time and there is no way to figure out why because i tried to render on my CPU and GPU and it still crashes the moment i hit "render" i can render in the viewport by going to rendered view just fine but if i try to actually render out the animation it crashes and its not even taking up 3 gigabytes of RAM
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Mika 2017년 11월 10일 오후 4시 23분 
If the Viewport goes well that means you are exceeding the limits of your HW.

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.
Ponlets 2017년 11월 10일 오후 4시 29분 
Mika님이 먼저 게시:
If the Viewport goes well that means you are exceeding the limits of your HW.

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)
Ponlets 님이 마지막으로 수정; 2017년 11월 10일 오후 4시 30분
Mika 2017년 11월 10일 오후 6시 38분 
1.7 million faces is a lot, think that it's not only faces and vertices but also materials, lights, animation, everything takes its weight and Blender is a friend of Chrome (both swallow a lot of RAM unnecessarily).

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.
still__alive 2017년 11월 10일 오후 7시 35분 
I'd agree that 1.7 million polys is a lot for Blender.

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.
still__alive 님이 마지막으로 수정; 2017년 11월 10일 오후 7시 36분
Ponlets 2017년 11월 11일 오전 1시 57분 
still__alive님이 먼저 게시:
I'd agree that 1.7 million polys is a lot for Blender.

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
Ponlets 2017년 11월 11일 오전 2시 12분 
ok so i found i had the subdivider modifier applied to it (which is why it went to 2.7 million at frame 60) and i removed it but it still wont render with about 100,000 polys

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
Ponlets 님이 마지막으로 수정; 2017년 11월 11일 오전 2시 13분
Mika 2017년 11월 11일 오전 4시 33분 
After seeing the screenshot, I think the problem is the isoSurface itself. Try reducing the amount of vertices / faces or even deactivating one of them or the 2 to see if it works.

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.
Mika 님이 마지막으로 수정; 2017년 11월 11일 오전 4시 36분
Ponlets 2017년 11월 11일 오전 5시 43분 
Mika님이 먼저 게시:
After seeing the screenshot, I think the problem is the isoSurface itself. Try reducing the amount of vertices / faces or even deactivating one of them or the 2 to see if it works.

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.
i cannot reduce the number of vertexes and faces they are as low as they can go at the moment due to the fact that if they were lower there would be polygon clipping issues
Mika 2017년 11월 11일 오전 10시 46분 
Ponlets님이 먼저 게시:
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

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.


Ponlets님이 먼저 게시:
i cannot reduce the number of vertexes and faces they are as low as they can go at the moment due to the fact that if they were lower there would be polygon clipping issues

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.
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