Community
Arnold for Maya Forum
Rendering with Arnold in Maya using the MtoA plug-in.
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

MAXtoA GPU still errors out on second render attempt

11 REPLIES 11
SOLVED
Reply
Message 1 of 12
ACCCC
440 Views, 11 Replies

MAXtoA GPU still errors out on second render attempt

Steps to reproduce:

1. Empty Scene

2. Create a Physical Material + Bitmap Lookup node with a random texture

3. And/Or add a HDRI Environment and a environment map

4. Run either Activeshade or Renderview IPR then close Activeshade or stop the IPR

5. Re-run Activeshade/IPR

8372-arnold-osl-bitmap-lookup-osl-hdri-environment.png


I've discussed a similar issue with Mads a couple of months back where the background of the HDRI just disappeared and i think he created a ticket for this and it got fixed fairly quickly.

I'm not sure if this error on second render was in the bug report back then but this still errors out 100% of the time for me, sometimes it even creates a critical cuda error and i have to restart max, i'm not sure if there is already a ticket for this.


Any ETA for this? It's kinda annoying since those OSL maps are kinda important for lookdev via GPU.


If this only happens on my machine and yours renders fine let me know and I'll add some debug logs.

Tags (3)
Labels (3)
11 REPLIES 11
Message 2 of 12
madsd
in reply to: ACCCC

I can confirm this with a newer build.
Will pop a note about it now.

Message 3 of 12
madsd
in reply to: ACCCC

Just tried to ping the texture loader with a minimum code node.


Returns same issue.
8392-cc.png

Message 4 of 12
madsd
in reply to: ACCCC

This was working yesterday...
Why is it broken now.
Will check.

Just a FYI, I updated to the latest Studio drivers yesterday.

456.71

So might investigate to roll back on that driver number.

Message 5 of 12
ACCCC
in reply to: madsd

Thanks for the help, did you run this on 4.1.2.1 or a newer beta build?

I have only encountered this with maps that take a file as a input so far, i'm curious if this affects all OSL shading operations or only those that use a external file.

Message 6 of 12
ACCCC
in reply to: madsd

I'm currently running 456.38 and MaxToA 4.1.2.1 and i'm pretty sure i've encountered this issue with 4.1.0.71 in combination with 456.38 and 452.06.

Are you sure this was working on your machine? What GPU are you using?


I'm considering to DDU my machine.

Message 7 of 12
madsd
in reply to: ACCCC

Its not driver related, I can see they got a ticket for something related already.
Dev responded elsewhere, so on it.


Message 8 of 12
madsd
in reply to: ACCCC

Also, its been fairly long time since I loaded any textures and ran the GPU, so it could have hung without me detecting it while working on OSL shaders.


Just been working full procedural for a while, so never hit this bug.

Message 9 of 12
madsd
in reply to: ACCCC

Slightly newer builds tested here.


Yeah I would not worry about any non texture fetching stuff.
Ive run the OSL on GPU daily and runs OK. No drop outs, but only because I work 100% procedural.

Message 10 of 12
ACCCC
in reply to: madsd

Yeah my workflow relies heavily on image textures so in order to render GPU i'm currently restricted to either use the old Autodesk Bitmap node which doesn't really offer a UVW input or Arnold Image which doesn't work in viewport.


Message 11 of 12
DeclanRussell
in reply to: ACCCC

Hey! Thanks for reporting. We have a fix for this coming up in the next release.

Message 12 of 12
ACCCC
in reply to: DeclanRussell

Hey, yeah Stephen already mentioned this a couple of days ago.

Thanks alot! Keep up the good work.

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums  

Autodesk Design & Make Report