View Full Version : Mental Ray Fatal Error Help
08-30-2008, 11:45 PM
I'm trying to render a scene with nurbs eye lashes but it seems to crash mental ray when I render. If I hide the lashes, it renders ok. I get the following messages in the script editor.
Also, I cannot find pCubeShape3 to delete.
Can anyone help? Thanks.
// Warning: (Mayatomr.Scene) : output data type "rgba" not directly supported by image format jpg, conversion performed by mental ray //
// Error: (Mayatomr.Geometry) : pCubeShape3: mesh has no faces, ignored //
// Error: *Fatal* (mental ray) : mental ray encountered a fatal error. The system may have become unstable. Please save the scene and exit Maya. //
08-31-2008, 02:06 AM
The 2 first erros can safely be ignored, but in order to have something clean, you might want to set the output format to something like iff, targa, or png. Or you can go to the framebuffer tab of the mental ray options and set it to rgb 3x8 bit.
Also, you could try typing the folloing line in the script editor:
select -r pCubeShape3;
This will select the node reffered to in the error message, so you can just delete it. You could probably find it in the outliner too, you might just need to enable shapes display or disable DAG objects only display.
Concerning the crash, chances are that your tesselation is set too high or something like that.
If you're using mental ray approximation editor, you may want to try lowering the max value.
If the tesselation method is maya's one, well, try lowering it down too :)
Could also be that your map is too big, but this is less probable.
However, the problem must be that your scene if too heavy for mental ray to handle. So you can also try rendering it via batch render in command line (saves ressources).
If none of this works, you can try what sometime solves a lot of problems: create a new empty scene and import you scene.
Hope this helps :wavey:
08-31-2008, 08:34 AM
Thank you so much Kami, my texture is 4096x4096 TGA format. I have less than 15 thousand polygons. I have narrowed down the problem to the nurbs eyelashes I created, it seems to render everything else ok, and crashes on the eyelashes. I have over 150 nurbs cones for the lashes. I think some of the geometry for the nurbs lashes inter penetrate and maybe that's a problem?
I've tried to change the renderer type in Mental Ray from scanline to raytrace, and it renders ok. Maybe the scanline tesselation is having problems with my nurbs geometry (either with the amount or the interpenetration). Is there a difference between the scanline and raytrace renderer as far as output quality and capablilities (i.e., FG, GI, etc.)?
08-31-2008, 12:47 PM
I don't think there's a difference in the output quality between scanline and raytrace, and if there is, it probably isn't too big. The main difference is performance: raytrace is supposed to be a more adapted/quicker mode when you have raytracing in you scene, including reflection/refractions and transarency.
Interpenetrations shouldn't be an issue, imo.
One thing I should've advised in the first place is turning the verbose mode to "info" or "progress", so you may get something relevent about the crash in the output window/cmd window. But if it works I'm guessing you don't need to any more :D
08-31-2008, 12:47 PM
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