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aiColorManagerTransform CRASHED render.

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Message 1 of 4
andy.vfx
644 Views, 3 Replies

aiColorManagerTransform CRASHED render.

I've started getting an error when rendering a couple of my scenes lately, referring to aiColorManagerTransform as the reason its crashed.
My scene is made up of a bunch of referenced objects, which ive used in plenty of other scenes with no problems.
It renders fine in ArnoldRenderView, but fails on batchrender and submitted to deadline.
I cant seem to find much referring to it online or what its related to.
Has anyone encountered this error before and know what it could be referring to and why it would fail a render?

Here is a segment of log:

2018-01-04 17:02:26: 0: STDOUT: 00:00:53 15758MB | 0% done - 413 rays/pixel

2018-01-04 17:02:56: 0: STDOUT: 00:01:23 15998MB ERROR | signal caught: error C0000006

2018-01-04 17:02:56: 0: STDOUT: ****

2018-01-04 17:02:56: 0: STDOUT: * CRASHED in AiColorManagerTransform at 00:00:00

2018-01-04 17:02:56: 0: STDOUT: * signal caught: error C0000006

2018-01-04 17:02:56: 0: STDOUT: Fatal Error. Attempting to save in C:/***
2018-01-04 17:02:57: 0: WARNING: Monitored managed process MayaBatch is no longer running

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3 REPLIES 3
Message 2 of 4
Stephen.Blair
in reply to: andy.vfx

It might say "CRASHED in AiColorManagerTransform" but it could be anything. Can you attach a full log?



// Stephen Blair
// Arnold Renderer Support
Message 3 of 4
andy.vfx
in reply to: andy.vfx

Ive attached the log returned from when submitted through deadline, this includes the arnold log.
i rerendered and this time it flagged it CRASHED in AiMsgError instead of aiColorManagerTransform.
but struggling to see anything in logs indicated what exactly caused it to crash.job-2018-01-05-12-54-41-5a4f758b0828182b487f11f5.txt
Thanks for having a look at these.

Message 4 of 4
Stephen.Blair
in reply to: andy.vfx

The crash is a generic memory error, so it could be almost anything.

  • Try with the latest MtoA and Arnold, in case it's some bug that's been fixed.
  • There's at least five Failed to export mesh for mesh_light warnings, so I would fix those, or at least hide all mesh lights as a test (to make sure they don't cause problems)
  • Don't ignore those padding is at least 10x smaller than it should be! warnings for displacement. Even if that doesn't cause a crash, it can give you weird results in a render.

Try to narrow things down by progressively simplifying the scene:

  • Use the feature overrides (the Ignore flags). For example, start by ignoring textures and shaders. Then ignore lights. Then displacement and subdivision. You can do this in the render settings, or with batch render flags.
  • Or, hide half the scene. If it still crashes, hide half of what's left. Keep on going like this until you've got a small subset of the scene that still crashes.

Myself, I like to export the scene to ASS and then use kick for this stuff.



// Stephen Blair
// Arnold Renderer Support

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