By Kevron
#374979
Then the strange thing occurs. I turn off everything in the scene.
I only have the character with displacement visible.
Do a local render (2.8GB Phys.mem) - It renders.
I activate several more objects (3GB Phys.mem) - it renders.
I activate volumetric (3.5GB Phys.mem) - it renders.

I export the scene (Pack&Go) - tries it across the network - it renders…?

The only thing that I know is different is that I unchecked "filtered" on the displacement material. But that could not be the culprit?

I am a bit flabbergasted here - it feels like suddenly it want to render again..

Regards,
Tor M
By JDHill
#374981
One thing at a time, please, it takes time to diagnose such things in an orderly and precise way. So what I write below regards only the original zipped scene you linked in this thread, and the subsequent zip you uploaded, containing an Apple crash report and a render console log.

The file you sent renders fine here locally (win7 x64), just as you sent it, using somewhat more than 10GB for the render process (it has several meshes using pretesselated displacement).

The Apple crash reports you sent show maxwell rendering during the crashes, so it is not a dependencies issue. Accordingly, in the network logs, I see two instances of a node crashing after SL1, and two others where "Voxelization stopped > Ending render process > Render failed." Both of the latter two appear to have been caused by a force_stop_render message being sent from the manager, during pretesselation of a mesh.

I do not have a mac with enough memory to test this scene, so I would try rendering it on your mac, not through the network, but by downloading & unzipping exactly the same files I just downloaded and rendered, and rendering them locally, to confirm that you can replicate your crash without involving the network. The point of doing that is that we confirm the behavior using exactly the same setup (your zip), and can therefore try to narrow it down to being a problem with rendering on osx, which is what it seems to be, to me.

That said, aside from gathering this information, there is not much more I can do to help here, since this is clearly not a plugin issue.
By balt
#377249
Has anyone got the volumetrics to work from within the plugin? I assign it to a null object, and if I leave everything default, the render turns out ok in fire, but when I click the render button (both fire and and the render command used are rendering the R viewport), maxwell renders thick black shades across the scene, initially the scene is recognisable but after SL 3 or so the black shades cover everything.
By JDHill
#377264
This happens even with the simplest setup? Meaning, create a null, assign a volumetrics tag, create a Scene Object, and render? I am not seeing such behavior here, and just guessing, it sounds like it would be a material-related issue, or something unrelated to volumetrics. So please send me (jeremy at nextlimit dotcom) a C4D file (the simpler the better) that I can use to reproduce it.

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