MAXtoA 4.1.0.71 | 3ds Max 2021.2
I have 260 instanced Arnold Procedural Object's, using my GPU's (2x 1070) the file renders with the Production renderer but fail when using the ActiveShade renderer. If I isolate a few of the Procedural's then the ActiveShade will render. Is there a tip for handling procedural's with ActiveShade and GPU?
What was sent to the .ass file was Geometry and Shaders.
Error follows:
[Arnold]: 00:00:29 10800MB ERROR | [gpu] an error happened during GPU update : Unknown error (Details: Function "bufferUnmap" caught exception: Assertion failed: "( buf->m_allocatedSet & targets ) == targets : Trying to synchronize MBuffer to device without allocation", file: <internal>, line: 2584)
Error while updating scene. Aborting render.
MAXtoA does do things differently for ActiveShade renders, that's why you're having this problem.
We intend to change that soon. So for now, I would use the Arnold Render View, which I think will work.
Thank you! I tried out Arnold Render View for the first time, It's a handy VFB I'll keep using it.
Though with the Arnold Procedural Objects it acts similar to the ActiveShade and seems to fail when there are too many of them. I could do 10, 30 but at some point I get a similar error message requiring a restart:
[Arnold]: 00:00:27 10544MB ERROR | [gpu] an error happened during GPU update : Unknown error (Details: Function "bufferUnmap" caught exception: Assertion failed: "( buf->m_allocatedSet & targets ) == targets : Trying to synchronize MBuffer to device without allocation", file: <internal>, line: 2584)
It sounds like you're onto the issue, production renderer with GPU continues to work, I'll check on this in the future.
Thanks very much.