Rendering at 8000 x 6000 causes render crash after few seconds rendering, but 4000 x 3000 is totally fine.
Doesn't seem to be scene specific. Disabled film opencl, CPU only rendering, no difference.
Faulting module path: C:\WINDOWS\System32\ucrtbase.dll
luxcorerender-v2.1beta2-win64-opencl
Latest c++ redist 2017.
High Resolution and ucrtbase.dll crash
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: High Resolution and ucrtbase.dll crash
I tried under Linux with LuxCoreUI and it seems to works fine at 8000x6000. It uses also a quite small amount of ram (aside from the 550MB required for the image itself).
Inside Blender, I'm at the very limit of my 16GB total ram. I wonder why, Blender seems to use a lot more ram. How much ram do you have ? Do you have some AOV/Denoiser enabled ?
Inside Blender, I'm at the very limit of my 16GB total ram. I wonder why, Blender seems to use a lot more ram. How much ram do you have ? Do you have some AOV/Denoiser enabled ?
Re: High Resolution and ucrtbase.dll crash
Yes i have BCD denoiser default settings enabled , it uses 28GB now with 4000 x 3000.
But it's set to denoise after 12 hours. The 4k render has been rendering over 12 hours now, denoiser didn't crash.
sampler.type = "RANDOM"
renderengine.type = "BIDIRVMCPU"
1 Light source, HDRi map
Maybe my windows install is corrupt.
In output i see 4 png files.
One seems to be render the 16bit png.
Another is darker looking render, smaller maybe like 8bit, don't know what that is, why that is.
3'rd is similar to 2'th.
4'th is the image that shows how denoiser works.
Are this AOV's?
But it's set to denoise after 12 hours. The 4k render has been rendering over 12 hours now, denoiser didn't crash.
sampler.type = "RANDOM"
renderengine.type = "BIDIRVMCPU"
1 Light source, HDRi map
Maybe my windows install is corrupt.
In output i see 4 png files.
One seems to be render the 16bit png.
Another is darker looking render, smaller maybe like 8bit, don't know what that is, why that is.
3'rd is similar to 2'th.
4'th is the image that shows how denoiser works.
Are this AOV's?
Last edited by Fox on Fri Nov 30, 2018 4:51 pm, edited 1 time in total.
Re: High Resolution and ucrtbase.dll crash
It means you need at least 4 * 28GB = 112GB (+ all other stuff like Blender, geometry, rtc.) for a 8000x6000 rendering. Are you sure to have enough ram ? You need something like 128+GB. Are you sure to have enough ram ? I'm not even sure if Windows can address all that ram
Re: High Resolution and ucrtbase.dll crash
They sounds like multiple image pipelines.
Re: High Resolution and ucrtbase.dll crash
You might be right.
What are this 4 png's?
How can i disable them?
What are this 4 png's?
How can i disable them?
Re: High Resolution and ucrtbase.dll crash
Will this even work with the denoiser?
Re: High Resolution and ucrtbase.dll crash
Just an empty scene with 8000x6000?Dade wrote: ↑Fri Nov 30, 2018 3:38 pm I tried under Linux with LuxCoreUI and it seems to works fine at 8000x6000. It uses also a quite small amount of ram (aside from the 550MB required for the image itself).
Inside Blender, I'm at the very limit of my 16GB total ram. I wonder why, Blender seems to use a lot more ram.
Re: High Resolution and ucrtbase.dll crash
A cube with 2 lights but I may have used a scene with BCD enabled Vs. disabled and that would explain the huge difference.B.Y.O.B. wrote: ↑Fri Nov 30, 2018 8:26 pmJust an empty scene with 8000x6000?Dade wrote: ↑Fri Nov 30, 2018 3:38 pm I tried under Linux with LuxCoreUI and it seems to works fine at 8000x6000. It uses also a quite small amount of ram (aside from the 550MB required for the image itself).
Inside Blender, I'm at the very limit of my 16GB total ram. I wonder why, Blender seems to use a lot more ram.