pjohnsen
11-30-2005, 05:24 PM
Hi, I am using mental ray and final gather (but no GI) for rendering an animation.
Most frames render fine but for some mental ray just hangs while computing final gather. The last message I get is something like:
JOB 0.2 progr: 99.6% computing final gather points on UA-16.2
Sometimes it's at 98.9% ;)
I tried turning the final gather rays down. This caused the render to proceed ... but only to hang again some frames later.
I've tried messing with pretty much all the final gather and other mental ray settings. Sometimes I make one frame work only to see the problem re-appear some frames later or when changing some of the animation.
The scene uses SSS (misss_fast_simple_maya), particles (cloud s/w) and a single static 2d fluid (from the tracer bullets sample in the visor). It contains some camera projected background, a character (mostly polys) with FinalRig and some poly geometry for the foreground environment.
Any suggestions on how to fix this would be greatly appreciated.
The scene is rather large so I can't provide it here, but I'll try if I can make a simpler scene which reproduces the problem.
-Pelle
Most frames render fine but for some mental ray just hangs while computing final gather. The last message I get is something like:
JOB 0.2 progr: 99.6% computing final gather points on UA-16.2
Sometimes it's at 98.9% ;)
I tried turning the final gather rays down. This caused the render to proceed ... but only to hang again some frames later.
I've tried messing with pretty much all the final gather and other mental ray settings. Sometimes I make one frame work only to see the problem re-appear some frames later or when changing some of the animation.
The scene uses SSS (misss_fast_simple_maya), particles (cloud s/w) and a single static 2d fluid (from the tracer bullets sample in the visor). It contains some camera projected background, a character (mostly polys) with FinalRig and some poly geometry for the foreground environment.
Any suggestions on how to fix this would be greatly appreciated.
The scene is rather large so I can't provide it here, but I'll try if I can make a simpler scene which reproduces the problem.
-Pelle
