Suddenly everything grinds to a halt. I was getting constant problems with my scene not accepting parameter changes. I'd adjust something, such as the exposure setting, and my change would be instantly removed.
AttributeError: Writing to ID classes in this context is not allowed: Scene, Scene datablock, error setting option.running
Info: Saved "DreamlandSheffield01-Blockout06.blend"
Traceback (most recent call last):
File "C:\Users\mark\AppData\Roaming\Blender Foundation\Blender\4.5\extensions\user_default\TrueSky\scripts\DevOps\ui.py", line 519, in _set_toggle_input
self.input.default_value = int(value)
^^^^^^^^^^^^^^^^^^^^^^^^
Then I'd overcome the problem by saving and restarting Blender.
This morning, I removed Blender 4.5 and reinstalled the latest build, so my copy should include the fixes from the last week.
So onwards!
So far, so good. Now, the area where the city is going needs to stretch out more. I couldn't get the horizon line high enough. My lensing is off! I need to use a longer focal length to bring the foreground in and stretch the view into the distance.
Better! I also added a simple plane to create the flat open areas (a plane) for the city.
Only I then got CUDA errors...
Maybe the scene is too big in terms of the render area? The plane and background terrains are enlarged, not to scale so the view stretches off into the 20,000m range. That seems excessive; it really should be all done in a 10km stretch.
I restarted and made changes. Removed the distance terrains from the final render. Only to crash on startup.
# Blender 4.5.0, Commit date: 2025-07-10 00:47, Hash 4a68512db9fd
# backtrace
Exception Record:
ExceptionCode : EXCEPTION_ACCESS_VIOLATION
Exception Address : 0x00007FFB9920F255
Exception Module : python311.dll
Exception Flags : 0x00000000
Exception Parameters : 0x2Parameters[0] : 0x0000000000000001
Parameters[1] : 0x00007FFB98FDFF8B
I restarted my machine and did some basic renders. Seems fine for now. The most likely culprit is that light rays are going out too far. I know that problems like this have been fixed before by enclosing a scene without a box, to trap light rays that might zoom off to infinity and beyond.
I may restart the build later with a view to keeping it smaller.
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