Whenever I try to render my scene at resolutions 3508x4961 and upwards, Blender first renders 14/16 parts of it beautifully but then the whole screen turns grey and the statistics on the upper left corner tell me how long it took etc. :mad: When I try to save it, I get “no image rendered”. I get no errors in the rendering process. I managed to render it with a tad smaller resolution before but since I need an A3 size poster render, it’s not enough!
My PC specs are:
3700+ AMD San Diego Processor
2048 Kingston HyperX dual channel memory (400 MHz DDR)
Over 100 gigs of free space on my 250 GB Seagate Barracuda HD.
I was supposed to get this poster to print tomorrow but I just can’t render it in a bigger size than A4 and that’s not enough!
Here’s a screenshot of my latest try, the rendered image just disappears and the rendered area turns grey (PC doesn’t hang up or anything, no error messages at all). And Blender works fine and it just seems that everything works except that my render disappeared.
If I don’t get this one done before Tuesday (9th day), there goes a week of work for a competition I can’t enter.
Please, can anyone help me?
And oh, the debug window says “Calloc returns nill: len=556902016 in Combined rgba, total 967632668”. I’ve got a scene with one character, one bottle and a fluid wave and the image is going to be saved as a targa. There’s no background.
“Calloc returns nil” means the memory allocation failed. Try rendering from the commandline
blender.exe -b filename.blend
Try setting Output\Save buffers.
How many Xpart and Yparts do you have set up?
Edit: Aha 4x4, I see :). What about changing the output to png. That could save some memory
Edit2: And after a little math
3 508 x 4 961 x 32 = 556 902 016. That’s the chunk of memory blender is trying to allocate for your final picture while saving. Try quiting all other programs, because they can cause fragmentation of memory. Press control alt delete and terminate every process you can (with exception of explorer.exe
For some reason, the error exists. Is there any way to force caching? I feel depressed now, I wonder if my memory is faulty even though I checked it with Memtest86+ this summer.
If you have so much memory and quit all the other applications, there is just one logical conclusion. Calloc on windows doesn’t support such large chunks of memory. I can’t find any page on the topic, so I’m not sure.
Can you render an empty frame at such large resolutions?
Edit: Your memory is most probably not faulty. Faulty memory would not cause an allocation error, but some logical error, such as crashes.
Try rendering layers, like only the guy, then the chocolate wave, then the bottle, and then composite the images together. Ctrl-Alt-Del and kill all the QTupdate, ituneshelper, anti-virus, etc etc. I ran into this when rendering some Orange scenes. Windows XP will try to allocate more memory automatically. Turn off Sky for the render. The @ you can composite too, so cut that out. Be sure to save, cause my Blender just crashes when it eventually runs out of memory. Increase X&Y to like 30 and 10 helps too, not just 4x4.
Sorry for that, it was just I had spent time for rendering around 6-8 hours in total and since I was trying to get it to print, I stayed up. I was tired and frustrated.
Thanks for the tips. Since I can’t depend on getting that A1 thing to work, I got a new idea with combining the poster of other different renders. I’ll try to sort this out after I’ve finished my poster idea.
Edit: And oh, it’s a copyright mark which I embedded to it, not @.
I don’t know if you already solved your problem of render disappearing and I work on macs, so I’m not sure we have the same routines to deal with…
…but let’s give a try to this: click on the render window and zoom out, and than zoom in again.
anything good? I had the same problem, it was only a little (let’s say little) bug in visualization. maybe it’s the same…
hoping it’s not too late for that render…
hy,
I do have exactly the same problem.
But all the hints and tips do net help me, as I would need a much higher resolution (12.000x8000) for a real big print. My easy question:
How could I split a renderjob of one image in different ones (as done with the divide-option)
but just as blender would save those in extra images?
As I don’t want to waste any time - I am not crazy :o - the output does need that high-res
so please don’t try to tell me something in that direction. The scene is so incomplex that it couldn’t be easier -> just a simple box with a big texture on it - some lights.
Best regards for any tip how to break the rendering down to a res of 2048 parts for example
Antonio
Hy to everybody,
I may have discovered a great workaround, or I just don’t know how others do it correct :eyebrowlift2:
At least I really want to share this info for those who also don’t know:
I needed a render with about 12k -> 12000x8000 Pixel (regardless why)
In my case blender crashed in different ways at more than 5400x4800
What helped me is the “Tweak-Feature” discribed in the 2.43 release http://www.blender.org/development/release-logs/blender-243/new-render-features/ notes to fake a old style drawing 2point perspective which I was looking for anyway (like on paper).
I further “missused” the option lensshft with the x and y to split my render manually into many peacies. To get closer to the object by keeping nearly the same point of view I moved the camera back and increased the lense to 75 (instead of 35)
a big beg for the pros outthere: Is there a better solution? If not - Is anyone bored - so he would make a python script for that I am not able to do that
Best regards - any comments, corrections or even huges are welcome
As a workaround, what about using Shift-B to render only a small selection of the image each time, then saving the render to a file and manually compositing them in gimp (deleting the non-rendered black areas of course). May not be pretty but it might meet your deadline