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If you are using the now discontinued internal renderer(which is still good for some things in my view) then you can turn of Ray Tracing under the Scene tab(camera icon) -> Shading. You won't get reflections, AO, or Ray Shadows if you do this though.
Odd that you say your render is done as I thought the raytree building was part of the pre render processing???
Depending on your settings it may do several render steps where you will see it process all the tiles for each step. SSS being one thing that does this on Blender internal, do you have SSS switched on at all? This is system intensive if you do(it would crash my old laptop).
What PC/Laptop are you using and what is the mem usage by Blender for your scene(Displayed along the top of the main Blender window)?
i am using Cycles render but the scene i downloaded was made in the blender internal render engine i only know how to use cycles and so this raytree thing is really bothersome as it only happens when everything is done
GTX 980 ti
Intel i7 4790k @ 4.0ghz
32gb RAM @ 1333 mhz
2 x 2 TB HDD
2 X 1 TB HDD
1 X 1 TB SSD
windows 8.1 64bit
the scene i am rendering i modified to have lots of particles and hair and it takes 29gb to render and i am forced to use CPU render in Cycles
Odd, I only ever see it raytree building when I use Blender internal.
Cycles uses a different ray tracing procedure(AFAIK) called BVH(bounding volume hierarchy).
No matter what I have just tried out in several tests I never see cycles perform a raytree building process when looking at the info along the top?
Also raytree building is always a pre render process from what I've seen??? I have never seen it do this after a render is finished?
Maybe there is some setting somewhere for storing ray data after a render is done to reduce the render time of subsequent renders(I know there are setting that do do this type of thing, but I've never used them). This might be the place to look(if anywhere), they are found in :
Scene tab (camera icon) -> Performance.
Take a look and see if any of the following are switched on :
Persistent Images, Use Spacial Splits, and/or Save Buffers.
These are the only things that come to mind as a possible cause, but to be honest I am really not sure what is going on here at all???
Is your RAM usage at 29GB prior to rendering or is it 29GB in the render data info where the render time etc is also displayed?
i can upload it to a site and let you download it
They are not interchangeable and the materials that are set up for use in the internal renderer will display as a block solid if not switched(rebuilt) to the node/Cycles shader system...?
Ok then, save you cycles version of the file(so I'm using exactly what you are using when it goes wrong!), zip it and post a link to the .zip file and I will have a look.
Upgrading to 2.8 may fix your problem anyways, as it contains a few rendering fixes and improvements.