Batch Rendering fails, single renders work

This is an issue I’ve been having with Keyshot for years, so I figure why not ask here as its rearing it’s ugly head again:
A file will work perfectly fine, with 10, 20+ studios for batch rendering, and then suddenly will stop working. It always fails at this step: “Preparing to save 6%” or “Saving 6%” (always 6%). This hangs Keyshot, and requires a reboot to render again, it sometimes crashes the entire PC, like ctrl+alt+del won’t even work, requires holding power or pulling the plug.
Rendering single images via the render dialog work, but adding even a single render to the queue makes it hang again.
When this happens, the only way to fix the problem is to give up and start over - usually with a previous version of the file, losing all the work that went into it between the last save. It’s getting rather tedious, and my laymen’s diagnosis is that there is a save operation that hangs whenever a batch render or add job function is executed, but NOT when there is a single render executed. Why? Why can’t we bypass this auto-save? It may not actually be saving the file, who knows. But staring at that 6% for 10 minutes only for KS to turn gray and windows to tell me it’s not responding is getting so old.

Any suggestions?

(please note I mentioned this issue has been happening for years, meaning across Macs and PCs, PCs with and without Nvidia GPUs, and with CPU and GPU rendering as well as network rendering. happening across different companies I’ve worked at and different kinds of models from various sources. there doesn’t seem to a common denominator, no NEW cad/models being added, no geometry edits or displacements, and no new texture files being applied. Just moving objects, editing sliders in and adding HDRI pins; the usual in-app refinements that don’t introduce new outside corruption possibilities, Keyshot does this to itself.)

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No solution for your issue, just trying to think along…

Don’t think it can be caused by auto-save functionality since I don’t think there is any. I only have the reminder to save but that’s a reminder which can be disabled. But maybe I totally missed something.

If files get corrupted you would think something like that is happening or the queue corrupts files in KeyShots cache which in return prevents you to load the scene again. Than it might actually help to clear the cache but that’s just a wild guess.

I’m not sure how KeyShot actually handles the queue but with my testing I came across the issue about a hanging KeyShot as well. I had the idea it’s caused by now initializing all things properly to some kind of base level before starting the next render. So it would be caused by leftovers in some memory weather it’s the GPU memory or normal ram.

I’d tried to make some setup so they could reproduce it but it’s not predictable and I didn’t manage to do so.

I’m not sure how extended the log files are if it’s about rendering from a queue but else it might help to post them as well so they can take a look at those. I would think memory related errors would be logged if it has something to do with it.

Keyshot has a cache we can clear? Can you let me know where mayhaps this is?
or do you mean clearing the batch rendering queue?

Also this issue seems to have morphed into a new one, I just posted about it lol, instead of hanging while trying to add to queue or process the queue, in KS 12.1.1 it now completes adding to queue, and I can process the queue, and it’ll show the render preview window and all looks great, but when its done with one studio and moves on to another the outputted files are all black silhouettes.
I would love if it were say a bad stick of RAM or my vid card’s GPU ram is bad on my rendering PC, or something tangible I could A/B test on, but it happens even on an M2 Mac Ultra that’s maxed out. The files aren’t that big (600mb) and only 64 samples.

Hi Joey,

I’m not sure if you use .ksp files transfering files but I know they end up in f.e. [my documents]\KeyShot 12\Textures (or different number) by default and a new KSP which has the same named textures thinks sometimes they already there so uses what’s available. At least, I’ve a few times it used an old texture because it had a common substance Painter export name and rendering it resulted in a weird thing.

Not sure if that has anything to do with this since I can’t remember the viewport did show the right image.

If possible you could send me a file so I can try if I see something which is off. It’s not something is really off in the render settings so it only renders f.e. the alpha channel? That would at least explain why the Mac gives the same result.

We routinely use KSPs but never allow them to unpack to a common folder, we always browse to their own new folder for this reason of sharing a same named file, which would happen since we export art from illustrator often and end up with files like ‘artboard 1.png’ for textures a lot. I’ll check that folder out though, thanks so much for the tip! I’ll see if I can get something not confidential that does the same issue saved :slight_smile:

I can also sign a NDA if it helps, can imagine the models are confidential.

I’m currently also having some weird behaviour in some models and sometimes it’s so hard to have the same issue reproduced with a different model. I like to puzzle a bit and give feedback Luxion can use but not easy if it’s about reproducing vague behaviour.

I have faced this issue multiple times as well where my batch studio renders fail. Sometimes it fails while the studios are getting added to the queue. Sometimes it fails while it is going through one of the render in the queue.