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Hello,
I am getting errors when I try to work with a 3D text layer using GPU for ray-traced 3D. I have tried the modification to the raytracer text file as suggested, and varying whether the "enable untested unsupported GPU for CUDA acceleration of ray-traced 3D renderer" is selected or not, all to no avail. The error pop-up insists that I am out of paged mapped memory or my project is exceeding GPU limits which is crazy because I am only working with a single text layer in my composition.
My machine has 16GB of RAM and my video card is supposedly supported according to Adobe - it is a GeForce GTX 1060 with 6GB video card memory and has the latest drivers installed. Any help you can provide to get me able to use ray-tracing to access extruding text functionality would be great. Thanks!
Here is the console output error message in detail:
<5920> <ALOG> <5> U U_Sev_PROBLEM After Effects error: Ray-traced 3D: Initial shader compile failed. ( 5070 :: 12 )
<5920> <ALOG> <5> ReportError StackCrawl Up_AssertFailed
Up_AssertFailed
Up_Report16
Up_ReportError
RenderMPSession::operator=
GPMain_Picasso
_C_specific_handler
_TypeMatch
RtlCaptureContext
RenderMPSession::operator=
RenderMPSession::operator=
RenderMPSession::operator=
PR_ScRegisterThreadAsChild::~PR_ScRegisterThreadAsChild
PR_SetPrefBlastSeqRenderFrameErrors
U_SuspendContext::ExecuteStatic
dvacore::threads::CreateAsyncThreadedExecutor
dvacore::threads::GetCurrentThreadID
dvacore::threads::GetCurrentThreadID
boost::thread::swap
o__strtoui64
BaseThreadInitThunk
RtlUserThreadStart
<5920> <ALOG> <5> U U_Sev_PROBLEM After Effects error: Ray-traced 3D: Out of paged mapped memory for ray tracer. Your project may exceed GPU limits. Try closing other applications. Try updating the CUDA driver. ( 5070 :: 2 )
<5920> <ALOG> <5> ReportError StackCrawl Up_AssertFailed
Up_AssertFailed
Up_Report16
Up_ReportError
RenderMPSession::operator=
GPMain_Picasso
_C_specific_handler
_TypeMatch
RtlCaptureContext
RenderMPSession::operator=
PR_ScRegisterThreadAsChild::~PR_ScRegisterThreadAsChild
PR_SetPrefBlastSeqRenderFrameErrors
U_SuspendContext::ExecuteStatic
dvacore::threads::CreateAsyncThreadedExecutor
dvacore::threads::GetCurrentThreadID
dvacore::threads::GetCurrentThreadID
boost::thread::swap
o__strtoui64
BaseThreadInitThunk
RtlUserThreadStart
1 Correct answer
These errors can easily happen if you have the render options set to anything above 2 or 3. On my system setting the options to 9 will trigger errors and increase render time. I'm with my good friend Angie, if you have to extrude or bend layers use the C4D rendering engine. It's faster and does a better job at the most of the things you can do with Ray-traced rendering. The Cinema 4D renderer is also much faster.
There are a few differences in the enabled and disabled features:
Just about any shor
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Hi there, don't use the RayTraced 3D Renderer. It's pretty obsolete now. It's recommended that you use the Cinema 4D Renderer instead.
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These errors can easily happen if you have the render options set to anything above 2 or 3. On my system setting the options to 9 will trigger errors and increase render time. I'm with my good friend Angie, if you have to extrude or bend layers use the C4D rendering engine. It's faster and does a better job at the most of the things you can do with Ray-traced rendering. The Cinema 4D renderer is also much faster.
There are a few differences in the enabled and disabled features:
Just about any shortcoming can be overcome by nesting your Ray-Traced or C4D comp in a comp set to use Classic 3D. Just about everything that is disabled in layers can also be overcome and faked in the same way. If you are really intent in using some of the enhanced features like environment maps and reflections then there are also ways to do that using the C4D renderer, but frankly, you can do a better job of extruding things and building reflection maps using C4D lite, Cineware and the Classic 3D renderer.
If you give us some details about your project somebody can probably suggest a faster and easier way to get the job done.
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Thank you very much Rick and Angie!
I didn't realize the ray-trace option had become obsolete, but it sure makes sense now given that Cinema4D can achieve the results I was looking for AND it doesn't make After Effects throw a fit.
SO helpful!
D.