@mubs24 said:
my vray 1.6 in sketchup 2013 pro continuously crashes after a long time of processing the render n some times produces renders with dark patches. please help
one of the reports goes :[SettingsImageFilter] - Unknown image filter, setting ignored
Preparing renderer...
Preparing scene for rendering...
[RenderView] startCameraTime=0.000000, endCameraTime=0.033333
[RenderView] numCameraTMs=2, numFrames=1, frameSamples=2
Creating bitmap manager
Initializing built-in VFB.
[RenderView] startCameraTime=0.000000, endCameraTime=0.033333
[RenderView] numCameraTMs=2, numFrames=1, frameSamples=2
Preparing camera sampler.
Preparing scene for frame...
Compiling geometry...
Preparing ray server.
Initializing face build data.
SDTree statistics:
Total number of faces stored: 679998
Max tree depth: 51
Average tree depth: 25.288
Number of tree nodes: 322377
Number of tree faces: 2219024
Number of tree leafs: 124066
Average faces/leaf: 17.8858
Memory usage: 44.78 MB
Scene bounding box is [-5890.25,-2235.47,0]-[6138.5,6014.38,4377]
Preparing direct light manager.
Preparing global light manager.
Irradiance sample size is 84 bytes
Photon size is 56 bytes.
Light cache sample size is 120 bytes.
Building light cache.
Tracing 250000 image samples for light cache in 1 passes.
Setting up 1 thread(s)
Light cache time interval is (0.000000, 0.000000)
Threads completed
Merging light cache passes.
Light cache contains 13931 samples.
Light cache samples collected; compiling lookup tree.
Prefiltering light cache.
1 interpolation maps registered
Rendering interpolation maps with minRate=-5 and maxRate=-3
Setting up 1 thread(s)
Threads completed
Setting up 1 thread(s)
Threads completed
Setting up 1 thread(s)
Threads completed
Calling endPass() on irradiance maps
Calling prePassDone() on irradiance maps
Image prepass completed.
Rendering image.
Setting up 1 thread(s)
Threads completed
Number of raycasts: 2815563
Camera rays: 324412
Shadow rays: 355486
GI rays: 2229799
Reflection rays: 0
Refraction rays: 0
Unshaded rays: 0
Clearing global light manager.
Clearing direct light manager.
Clearing ray server.
Clearing geometry.
Number of intersectable primitives: 679998
SD triangles: 679998
MB triangles: 0
Static primitives: 0
Moving primitives: 0
Infinite primitives: 0
Clearing camera image sampler.
Clearing camera sampler.
Clearing DMC sampler.
Clearing path sampler.
Clearing color mapper.
Cleaning up bitmap manager[SettingsImageFilter] - Unknown image filter, setting ignored
Preparing renderer...
Preparing scene for rendering...
[RenderView] startCameraTime=0.000000, endCameraTime=0.033333
[RenderView] numCameraTMs=2, numFrames=1, frameSamples=2
Initializing built-in VFB.
[RenderView] startCameraTime=0.000000, endCameraTime=0.033333
[RenderView] numCameraTMs=2, numFrames=1, frameSamples=2
Starting DR 1
dr host: 127.0.0.1:20211
Connected to render host 127.0.0.1:20211
Using 1 hosts for distributed rendering.
Preparing camera sampler.
Preparing scene for frame...
Compiling geometry...
Bitmap file "C:/Users/user/Documents/textures/rhino textures/Shingle_Roof_DT.png" loaded.
Bitmap file "C:/Users/user/Documents/textures/vray/vismat_material_collection/Stone/Ledgestone Brown/Masonry.Stone.Ashlar.Random.Broken Coursed.bump.jpg" loaded.
Bitmap file "C:/Users/user/Documents/textures/vray/vismat_material_collection/pavers/pavers_DISP.jpg" loaded.
Preparing ray server.
Initializing face build data.
SDTree statistics:
Total number of faces stored: 679165
Max tree depth: 48
Average tree depth: 24.8912
Number of tree nodes: 338861
Number of tree faces: 2268059
Number of tree leafs: 130401
Average faces/leaf: 17.393
Memory usage: 44.97 MB
Scene bounding box is [-5890.25,-2235.47,0]-[6138.5,6014.38,4377]
Preparing direct light manager.
Preparing global light manager.
Running RTEngine
Setting up 1 thread(s)
Hi mubs24!
would you resolved the dark patches in your render??
This problem was happening with me... and i can't find solution