3ds Max :: Final Gather Process Halting In Recalculation

May 26, 2011

I've got a scene set up with a lot of objects (about 680 of them), and about a million polys. I'm in the process of trying to render out the animation and I'm running into some problems.

When I am attempting to recalculate my final gather maps so I can interpolate between frames and reduce flicker in the final animation, it is halting at different frames depending on what final gather settings I'm using, but halting with every setting I've tried.

This last time I tried it with "Low" default settings (.4, 150, 30, 0 bounces) and it stopped on frame 90 at 99.9% of "computing final gather points". With other settings it has stopped at frame 102 at 95.4%, and on another setting frame 87 at 66.5%. The most common percentage to halt at has been 99.9% of Computing Final Gather Points, but the frame number it halts on and the percentage varies.

The halt is repeatable and happens at the same exact spot in the animation depending on the settings. So if I use "Low" (.4, 150, 30, 0) it will always stop at frame 90 at 99.9% Computing Final Gather Points. The other settings will produce the same result over and over as well. I also attempted to re-start the precalculation from the frame that it halted on (after deleting the previous FGM file for that frame). Frame 90 still halts at 99.9%... or frame 102 halts at 95.4%... etc...

I can, however, get frame 91 to complete it's final gather map if I set the sequence to pick up on the next frame and go from there.I will attach an image of the model/scene I'm currently working on.

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