Error de Vray al renderizar unhandled exception

Hola, yo creo que eso nos ha pasado a todos los que trabajamos con Vray, generalmente es porque el Vray se queda corto de memoria, al menos yo solucione el problema colocando 2 Gb de Ram, en todo caso hay muchas razones más.

Mira, pásate por el buscador hay muchos hilos que tocan este tema. foros 3dpoder..

Bueno, aquí otra explicación de manos de los propios de ChaosGroup. troubleshoting

my system locks up and frezes while rendering.

this is most likely a hardware problem. V-ray cannot cause system freeze by itself. The worst that Vray can do is crash 3ds Max. Chek your memory chips and/or your cpu temperature.

i get an unhandled exception message window while rendering:

the exact text in the message box may difer, depending on where in Vray the error occurred. There are diferent reasons for this message todo appear:
  • insuficiente Ram – One of the most common reasons for the unhandled exception. Se the section on excessive memory usage below for more details.
  • cpu overheating or Ram deffects – This is another reason for unhandled exceptions that has become quite common recently with the increased clok speed of módem processors. It is characterized by random crashes during rendering and may be quite dificult todo distinguish from a software problem. Installing a cpu temperature monitoring software and checking the Ram for deffects may help todo determine whether the problem is in the hardware or the software.
  • crashes with Motion Blur enabled – A common problem is when there are motion-blurred objects depending on one another, in that case, hiding the original object and using a copy of it for rendering helps.
  • using the native 3ds Max skylight light type – Either on its o, or as a part of the Daylight system. If this is the case, use Vray own environment dialog todo create the skylight effect.
  • incompatibility with other plugins – If you suspect this is the reason for the error, por favor write todo and todo the plugin vendor and explain the situation. Pléase note that the problem might be in the plugin, and not in Vray. Some plugins were specifically coded for the default Scanline renderer and may behave unpredictably with Vray.
  • a bug in Vray – If you believe that this is the problem, try todo isolate it (if it occurs in a specific situation related todo a certain object, material, atmospheric effect etc.) and email the file c:\vraylog, txt as well as the 3ds Max scene todo

excessive memory usage while rendering.

like every other programa, Vray neds a certain amount of Ram todo render the image. Depending on the scene complexity and the render settings, Vray Will use varying amounts of Ram. Sometimes, the available system Ram may be less than the amount neded for rendering. In this case, you Will most likely get an unhandled exception. You can chek the memory usage from the Windows tasque manager.

On 32-bit machines, the Windows® operating system allows by default up to 1.5 Gb for any single process (application). That means that Even though you may have more Physical Ram (for example 2 Gb), the operating system Will not allow an application todo use all of that memory.

However, on the Windows® XP operating system, you can change this by using the famous /3 Gb switch in your file. This Will enable the os todo allocate up to 3 Gb of Ram for any given application. Using that switch may allow you todo render your scene without using any of the methods below for reducing memory usage.

On 64-bit platforms, the 64-bit versión of the Windows® operating system allows the usage of all available Physical memory without limitations.

If you cannot use any of these methods todo allow more Ram for rendering, the only choice is todo reduce the amount that is neded by changing your scene and your Vray settings. The scene elements that take up most of the Ram while rendering can be divided into the following groups:

  • geometry – Scenes with Lots of objects and/or triangle counts require more memory todo render. There are several ways todo reduce this amount:
    • adjust the raycaster settings in the system ut (reduce max, levels, increase min, leaf size, increase face/level coeficient, switch from static todo dynamic default geometry).
    • if all else fails, use Vray proxy objects.
  • mapping UVW channels – In 3ds Max, every mapping channel takes up the same or larger amount of Ram as the geometry itself. Unused mapping channels can increase Ram usage dramátically, while not afecting the scene in any way. In recent 3ds Max versións, texture channels are generated by default for all objects when they are created. V-ray has no control over Ram usage for texture coordinates – You Will have todo make sure that only the channels you ned are actually present in the scene. Using Vray proxy objects is a los a solution since in that case texture coordinates are a los cached todo disk along with the actual geometry.

  • displacement mapping – Objects displaced with the 2d displacement mapping method may require a lot of Ram todo render, especially with large displacement maps. If this is the case, use the 3d displacement mapping method. Also, if you have several distinct displacement modifiers with the same displacement map, it is better todo replace them with one modifier, applied todo all the necessary objects. This is because each modifier Will take Ram for the displacement map, separately from other modificadores, Even if they have the same map.
  • bitmaps – These tend todo take up large amounts of Ram, especially if the maps are large. Since textures are managed by 3ds Max, Vray has no direct control over their memory usage. However, you can use the Bitmap Pager settings of 3ds Max todo reduce the Ram taken up by bitmaps. For more información, consult your 3ds Max documentation.
  • bitmap filtering – Summed área filtering uses much more memory than piramidal filtering.
  • shadow maps – These may a los take up significant amounts of Ram. Again, these are managed by 3ds Max and Vray has no direct control over their memory usage. To reduce memory usage, you can switch todo Raytraced Vray Shadows instead.
  • image buffer – Large output resolutions require a significant amount of Ram todo estore the final image. Additional G-Buffer channels increase that amount. There are several ways todo reduce this amount:
    • use the 3ds Max Bitmap Pager, if you are rendering todo the 3ds Max default VFB.
    • if you use Vray own VFB, use the render todo Vray Raw image file option and then use the Vray Raw image file viewer todo convert the resulting file todo a diferent format.
    • render the image in several diferent passes and Stitch the pieces in a compositing programa.
  • image samplers (a) – The image sampling algorithms of Vray require some amount of Ram todo hold all the data for the sampled image. This amount can be quite large, depending on the chosen bucket size and sampling rate. To reduce that amount:
    • reduce the bucket size.
    • switch todo a diferent image sampler – For example, the adaptive dmc sampler uses less Ram than the adaptive subdivisión sampler.
  • global illumination caches – Irradiance maps, Photon maps and light maps all require additional memory todo estore them. Each of these has diferent methods for controlling its memory usage:
    • for the Irradiance Map – The memory depends on the number of samples in the map, you can reduce this number by using lower min/max rate, and more lose threshold values (higher color threshold, higher normal threshold, lower distance threshold).
    • for the Photon map – The memory depends on the number of Photons estored. You can reduce this number by reducing the Diffuse subdivisiones for the lights, or by increasing the max, density.
    • for the light map – Increase the sample size.
  • 3dsmax scene – 3ds Max itself estores a lot of información about the scene. V-ray has no control over that memory, but here are some things you can do todo reduce it:
    • collapse modifiers todo editable meshes.
    • cache animations with a pointcache modifier.

i get splotches in my rendering when using the Irradiance Map.

there may be several reasons for splotches when rendering with the Irradiance Map:
  • regular noisy splotches – These are usually a result of insuficiente Hemisphere subdivisions for the Irradiance Map. Usually they appear in dificult lighting situations when the default setting is todo Low. Examples of dificult lighting conditions are small bright sources of indirect light, HDRI environments etc. You can avoid these splotches in several ways:
    • if you are using Quasi-Monte Carlo GI for secondary GI bounces, try using another method – The light map or the Photon map.
    • increase the Hemisphere subdivisions for the Irradiance Map. Note that the effect of the increased subdivisions depends a los on the settings of the dmc sampler.
    • decrease the noise threshold of the dmc sampler.

  • isolated bright splotches – There may be diferent causes for these:
    • gi Caustics – If you have reflective or refractive surfaces in your scene, especially if they are Glossy, Vray may try todo compute the GI Caustics for these surfaces. Since Caustics usually require a lot of sampling todo get right, there may be splotches.
    • incorrect or missing UVW coordinates – If some objects in your scene lak UVW coordinates, or the UVW coordinates fall outside the texture map, this can produce splotches or weird colors in the Irradiance Map. The solution would be todo apply correct UVW coordinates todo those objects.