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GPU rendering in max 2021 keep crashing, same scene renders good in max 2019

13 REPLIES 13
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Message 1 of 14
willekeDBGHH
2064 Views, 13 Replies

GPU rendering in max 2021 keep crashing, same scene renders good in max 2019

Hi, i update to max 2021, but now my scene that renders fast and good in Max 2019, keeps crashsing in 2021 when using GPU rendering.


I Use a RTX 2080Ti for redering with the latest drivers and MAXtoA version.


Anybody else had this problem or a solution?

The scene also take a very long time to initialize (was not in 2019) before it starts to renders


Any help....


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13 REPLIES 13
Message 2 of 14
ACCCC
in reply to: willekeDBGHH

Which nvidia driver version are you running?

Do you have the same arnold version for 2019 and 2021?

Are the render settings the same?

Message 3 of 14
willekeDBGHH
in reply to: willekeDBGHH

Hi, have the latest drivers instaaled, the studio and game version i have now installed (445.87) game version, the render settings are the same in the scene...


Running Arnold 4.0 4,36 in 2021 and 2019.

Message 4 of 14
willekeDBGHH
in reply to: willekeDBGHH

Also the Optix denoiser is not working any more, that also gives a error

Message 5 of 14
ACCCC
in reply to: willekeDBGHH

Attach a screenshot of your arnold render settings, the errors you get and if possible the material/shading setup of your material editor

Message 6 of 14
willekeDBGHH
in reply to: willekeDBGHH

7101-arnold-2020-05-20-210427.png

a screenshot from the errors


Message 7 of 14
willekeDBGHH
in reply to: willekeDBGHH

the settings


7102-aantekening-2020-05-20-210827.png7103-aantekening-2020-05-20-210903.png7104-aantekening-2020-05-20-211150.png

Message 8 of 14
willekeDBGHH
in reply to: willekeDBGHH

SYSTEM: Production renderer is changed to Arnold. Previous messages are cleared.
[MAXtoA]: Map #636:Bitmap : A .tx bitmap uses a gamma override of 1 - is this intended? .tx files are generally linearized and hence used in 'auto' mode.
[MAXtoA]: Map #638:Bitmap : A .tx bitmap uses a gamma override of 1 - is this intended? .tx files are generally linearized and hence used in 'auto' mode.
[MAXtoA]: Map #628:Bitmap : A .tx bitmap uses a gamma override of 2.2 - is this intended? .tx files are generally linearized and hence used in 'auto' mode.
[MAXtoA]: Map #0:Bitmap : A .tx bitmap uses a gamma override of 2.2 - is this intended? .tx files are generally linearized and hence used in 'auto' mode.
[MAXtoA]: Map #633:Bitmap : A .tx bitmap uses a gamma override of 1 - is this intended? .tx files are generally linearized and hence used in 'auto' mode.
[MAXtoA]: Map #634:Bitmap : A .tx bitmap uses a gamma override of 1 - is this intended? .tx files are generally linearized and hence used in 'auto' mode.
[MAXtoA]: Map #0:Bitmap : A .tx bitmap uses a gamma override of 2.2 - is this intended? .tx files are generally linearized and hence used in 'auto' mode.
[MAXtoA]: Failed to translate light: Sky001
[Arnold]: [gpu] shader name unknown to OptixProgramCache: Max_Adapter
[Arnold]: [gpu] Empirical SSS unsupported on GPU, switching to randomwalk in shader /Piloten
[Arnold]: [gpu] ignoring shader /Map__5, node not supported on the GPU
[Arnold]: [gpu] unable to link parameter "input" of node "/Map__1887", failed to compile shader for source node
[Arnold]: [gpu] Currently unsupported OSL shading operation encountered during render (296630 threads threw an exception)
[Arnold]: render terminating early: received abort signal


Message 9 of 14

Hi Willeke,

The following error means that you have some function being called in one of your OSL shaders that hasn't been ported to the GPU yet:

[Arnold]: [gpu] Currently unsupported OSL shading operation encountered during render (296630 threads threw an exception)

If you can figure out which shader it is, I could probably be able to tell you what it is. I imagine its likely something like a "getAttribute" call.


Regarding the long initialization times, this is likely the OSL shader compiling into the GPU form. This is a known issue and something we're actively working on improving.


As for why this was working in Max2019, I can only imagine you had an older version of arnold that didn't support OSL on the GPU. So we probably were not even trying to render the shader.

Message 10 of 14
willekeDBGHH
in reply to: willekeDBGHH

7151-aantekening-2020-05-22-190952.pngHi Declan,

The only shader i use is the HDRi environment. All the other materials are Arnold shaders or legacy max shaders.


Sometimes it renders a simple scene with low settings. But when i raise the settings the scene crashed.


Message 11 of 14

Thanks Willeke,

So it looks like there are a couple of functions in that shader that we still need to port to the GPU. These being the "raytype" and "getAttribute" functions. It doesn't look easy to modify the shader in a way that wouldn't break the shader or your viewport representation. For the time being I would recommend not using this shader until we get these fixed. Would it be possible for you to use something like a skydome light instead?

https://docs.arnoldrenderer.com/display/A5AF3DSUG/Skydome+Light

Message 12 of 14

Hi Declan,

Also the new PBR shader (metal/roughness) gives me problems.

My scene renders to long with CPU i need the speed of the GPU.

I keep working for the moment in 2019. I can't use the new viewport for now in max 2021.

I wait for the update to see if its fixed then.

Thx for your help.


Message 13 of 14
gutenbar
in reply to: willekeDBGHH

I have a similar problem.

And if I open the same file on 3ds Max 2020, it renders with GPU, but in 2021, I get errors.

If I insist, the error message asks for the application restart.
After restarting the Max, all come back to normal for a few renders, after all the problem restart.
But only in Max 2021.

On the scene, a plane, a physical camera and an Arnold Light (direct).
Only using one bitmap (as displacement), and the new OSL HDRi environment.
Arnold 4.0.5.31, RTX 2070 with Nvidia driver 451.67.

Update: apparently, the problem is on the OSL HDRI Environment. Changing it for a simple Bitmap Map (with an HDR file), appears resolved.

Message 14 of 14

I had a very similar problem ... and i fixed it with merging the hole scene into a new 3ds max project 😄

regards,
patrick

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