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lvl3bomb
03-10-2009, 02:19 PM
I've been trying for the passed month to render an image in 10600x7600 px resolution.
The scene is very simple. A deformed plane to mimic hills. Maya fur to mimic grass and an oaktree from maya paint effects. Really simple.
I tried lots of stuff including render region commands.
I also tried rendering it using the jbrendertiles.mel script mentioned here. NOTHING worked.
It seems if I try to render that scene using 1024px it works great. No problem there. If I try to render it in tiles, also works great no problem. The minute I change the resolution to 10600px and I try to tile render it again, Maya software renders till 100% , but the output file is corrupted. Maya saves the tiles as filename.jpg.ng and filename_depth , which both cant be opened.
And in my render log I get following error messages:

Error: image has unsupported number of bytes per channel: 255
Error: Output format does not support depth. Ignoring z-buffer
ERROR, C:/documents and settings/.../poster1.jpg cannot handle image channel width
Error: Failed to open output file: C:/documents and settings/.../poster1.jpg

No idea what this error means or how to solve this.
Eventually I will be forced to hire a render service and that's really annoying after paying so much for this program.
Does anyone have any solution?

brainspoon
03-10-2009, 04:20 PM
I think the ng files are just .iff images. you could try renaming them. Maya can't allocate enough memory to save the final images.

lvl3bomb
03-10-2009, 04:35 PM
Hi brainspoon!
So basically I should try and rename the .ng files into say, .jpg ?

I specified for the renderer to tile the image into lots of tiny images. I think I tried 6x4 tiles.
Each tile gets down to a pretty small number.
By not enough memory do you mean not enough RAM ? But those are really small pictures. Am I wrong?

I'll get back home in 60 minutes. I'll try renaming the files!
thanks for the help!

brainspoon
03-10-2009, 04:45 PM
You have to rename the files to .iff.
Maya software renders everything as iff by default and just in the end phase it converts it to the final format. You then could try to view them with fcheck or imf_disp.

The allocation problems only happen with very large images (larger then 4k). Then maya can't aquire enough ram in sequence to hold the image.
The amount of system memory does not really matter in that case.
Sometimes running a 64bit system helps. Preferably Linux.

lvl3bomb
03-10-2009, 09:45 PM
Hey again!
Well it worked! Sort of :)

I renamed the .ng file to a .iff file and fcheck did load it but the thing is, it only rendered the plane on which the fur is placed.
the image is readable but with out the fur and I assume without the oaktree paint effect.
This leads me to believe the fur is the reason the render crashes. It manages to render the image but with out the fur pass which is seperate...

I got no idea what to do.

brainspoon
03-11-2009, 12:40 AM
Check the fur directories. Maybe there are files with the rendered fur. It also get composited as a post effect in maya. The same with the paint effects.

lvl3bomb
03-12-2009, 08:54 AM
OMG! you are right! Inside \fur\furimages i got the rendered files and so far the tiles look right. I'll composite them in photoshop. I hope they all fit and there is no over lapping.
If this works... wow... you just solved me a huge problem! :)



Thank you so much!