GPU Rendering Issue - Tiles Rendering Different Colours

Yeah I think it’s at that point. Still can’t figure it out.

What’s the process of packing all the textures, materials, objects etc. into the .blend file so you guys have everything?

File menu: Save As … some new file you want to share.
In 3D view: Object/Relations/Make Local/All.
Then menu: File/External Data/Pack All Into Blend.

If you clean up everything and has nested node groups etc, you should do multiple “Outliner/Orphan Data/Purge All”, Save, Revert.

Here’s she is:
https://we.tl/t-wefcMKNKp7

If the render border is still active, when you hit render it’ll render the bottle and you should see the issue pretty clearly.

Reproduced here. (Edit: Windows 10, Nvidia 1060 6GB).

It actually crashes Cycles at 40+% complete when using a recent 2.79.6 build:

2019-01-17 10:46:40,360 WARNING: The lab is not designed to work with unstable Blender build (2, 79, 6)
Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF730050BC0
Module : C:\Users\Gavin\Desktop\blender-2.79.0-git.cac3e16cfb76-windows64\blender.exe

The first tile is probably going to the GPU and that’s the blue one. If I change tiles size to 64x64 it’s clear that all the GPU tiles are blue while the CPU tiles are not-blue. This proceeds a substantial way through the render until it crashes again.

GPU only produces an entirely blue bottle and the render completes successfully.

CPU only produces an entirely not-blue bottle but crashes when there are no new tiles to start rendering.

Trying it in 2.80 current gives pretty much identical results to current 2.79 (not surprising as they use the same version of Cycles).

Also in 2.80 it gives:

GPUFrameBuffer: framebuffer status GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT

And sits idle for 90 seconds before starting the render sequence.

That’s a surprisingly heavy file. There’s a ton of 8k and 6k textures in there and some ludicrously complicated shader trees. perhaps a round of simplification could help smooth over some of the rendering issues you’ve been having. (seriously, that dispersion glass shader still looks like trash after 2500 samples, and it doesn’t appear to add much to the scene once it gets more resolved. Perhaps a simpler glass shader would do the trick and render faster)

That being said, I can render this scene on a quadro k4200 with my gpu and cpu with no discernable difference in the tiles.

Interesting. I didn’t think about changing the tile size. I can complete the whole render but obviously has all of the miss-coloured tiles. The blue seems to of replaced the earlier pink tile issue.

@SterlingRoth I agree it’s a heavy file. It’s my first time creating glass and I was following along with a Gleb Alexandrov tutorial to get some pointers as the glass shader was giving pretty unrealistic results. I tend to use larger textures because sometimes the final image is rendered out at 8k (product visualisation), so it needs to look good blown up. I’m maybe in need of an upgrade. Also, I heavily subsurfed the glass to use displacement for the Boss logo. I think that’s one of the main contenders.

Are you saying you’re not getting the blue tiles? It’s all clear?

Versions of Cycles that support CPU+GPU are fastest for any GPU-related rendering at very small tile sizes, often 16x16 will be the fastest. This is even for GPU-only before you factor in the need for small tiles with CPU+GPU rendering to avoid giving too much of the work to slower CPU threads. Your scene currently is set up with old 2.79 style ~256x256 tiles I believe which will be significantly slower with modern Cycles.

Oh wow, ok. Stuck in the stone age. I’m using an addon to auto detect the ideal tile size but must be outdated then if that’s the case. I’ll give it a go.

Yep, I changed tile size as discussed, and disabled my humble 750ti (too little vram) With the k4200 and my cpu everything rendered fine.

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So what was the cause? My computer not being able to hack it? I’m running a 1080ti and an i7 7700k.

Whatever the cause, it’s probably a “bug” because you shouldn’t be able to get it to do that without giving an error or something. But your scene may have some pathologically weird shader network that’s doing something unusual, and almost certainly there will be some workaround of the “if it hurts when you do that then don’t do that” variety.

It’s probably not your computer being unable to “hack it”, though if you’re pushing the GPU memory usage to the edge to the point that some texture doesn’t fit then that could possibly explain it, and maybe smaller tiles could require less memory (I’m not sure about that).

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While render is going any heavy tasks are works on your computer?
In such cases i recollect scene in new file.One by by one testing objects materials etc

Ace, thanks for all the help. I’ll just have to build it back up and see when the error begins.

No, Blender is the only program running. I’ll give it a go though and see when the error starts again.

If you learn more, or are able to reproduce the problem with a simple setup, then it would probably be worth submitting a bug report. I’d be happy to help with that if you like.

Sorry, completely missed this reply. I haven’t been back into the project since as I’ve got a deadline for something else. I’ll send you a message if I can get any further. Thank you man!

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Don’t know if you fixed it yet. But to me it looks like you’ve got some overlapping polygons occupying exactly the same space.

Hey David, I’ve not gone back into the project yet. If it’s the glass and the internal liquid, that was done of purpose. It’s supposed to yield better and more realistic results (Blender Guru via a more technically minded Blender users blog post). Even so, the squares appear all over the image, not just on the bottle. Good shout though.

Sorry I’f I’ve caused confusion. I was referring to the original picture where you have some magenta overlapping the gold mesh. This sort of thing can be caused by meshing occupying exactly the same space.

Ahhh ok. Sorry, my bad. I think the fractal effect has made a right mess of the mesh but I thought it looked alright. I’ll have to change it, if it’s going to cause problems with the render.