19 Replies Latest reply on Dec 18, 2014 3:31 PM by Dave LaRonde

    AE Crashes Rendering 3D Shatter With Camera

    curtneedsaride Level 1

      I'm trying to render out a 30 second video of a custom reversed shatter matte on a picture. I am using a camera to pull from -1 on the Z axis to a full screen shot of the picture as the shatter flies back into place. I keep getting this error whether I try the Classic 3D or the Ray-Traced 3D engine:

       

      "After Effects error: crash occurred while invoking effect plug-in "Shatter".

       

      "After Effects error: crash occurred while invoking rendering plug-in "Classic 3D".

       

      Why won't it just render out? Doesn't seem like I'm trying to do too much.

       

      Here's the crash report, if it helps:

        • 1. Re: AE Crashes Rendering 3D Shatter With Camera
          curtneedsaride Level 1

          Looks like I can't post the report. I keep getting an error on this site. "Please try again later m5". So, please let me know if I can email the report to anyone to get this working. I need this shot to finish this video. Thanks for any help!

          • 2. Re: AE Crashes Rendering 3D Shatter With Camera
            Szalam Adobe Community Professional & MVP

            curtneedsaride wrote:

             

            I keep getting this error whether I try the Classic 3D or the Ray-Traced 3D engine:

            Well, you should be using the Classic 3D for this one.

             

            What version of AE are you using? (And I mean exactly what version you're using down to the last decimal point. For example, at home I'm running 13.2.0.49 and at work I'm running 11.0.4)

            What are your system specs? Heck, we don't even know your OS.

            It might help to know what assets are in your scene. What size any still images are, codec and format of any footage, what third-party plugins are being used, etc.

            When you say "render" does it do it during a RAM preview or just final render? If just on the final render, what are your render settings? Also, if it's just on your final render, try creating a RAM preview and save the RAM preview as a video file. (If you don't have enough RAM to create a preview for the entire length of your comp, you could save it as an image sequence, create another RAM preview of another section and save it as an image sequence, and keep doing that until you have a full image sequence of the whole comp.)

             

            If you want to share your crash log, you could use PasteBin or a similar service. Although, if you replied to my message with the first chunk of the crash log, that would help. Often the relevant information is in the first 50 lines or so.

            • 3. Re: AE Crashes Rendering 3D Shatter With Camera
              curtneedsaride Level 1

              Thanks for the response. I'll try creating and saving a RAM preview. I listed the full report at AE CC 2014.1.1 (13.1.1) Quit Unexpectedly - Pastebin.com but also included the beginning below.

               

              Anyway, here's my info:

               

              AE 13.1.1.3

              2012 Mac Pro

              2 x 2.66 GHz 6-Core Intel Xeon

              24 GB 1333 MHz DDR3

              OS X 10.9.5

               

              Besides the camera, I have 2 psd files around 50mb per file, 1 jpg file, and one solid layer. I have it layered as such:

              1. camera

              2. jpg of triangle pattern

              3. psd of lines

              4. colored solid (with gradient ramp)

              5. psd of triangle pattern (used for custom shatter matte) (hidden)

               

              And I was trying to do a final render.

               

              However, the first 5 times I tried rendering it out I also had a couple hidden layers that I was going to add. I have since removed those layers in case having Shatter applied twice would matter.

              6. Text layer (with Shatter applied) (hidden)

              7. mov file used as an alpha matte (hidden)

               

               

              It has since crashed a few more times. The most recent report starts like this:

               

              Process:     After Effects [30338]
              Path:        /Applications/Adobe After Effects CC 2014/Adobe After Effects CC 2014.app/Contents/MacOS/After Effects
              Identifier:  com.adobe.AfterEffects
              Version:     13.1.1 (13.1.1)
              Code Type:   X86-64 (Native)

              Parent Process:  launchd [211]

              Responsible: After Effects [30338]
              User ID:     501

               

              Date/Time:   2014-12-18 14:01:58.061 -0600
              OS Version:  Mac OS X 10.9.5 (13F34)

              Report Version:  11

              Anonymous UUID:  AAAE1F0B-D145-61CB-DF58-86B63D66ED6A

               

               

              Crashed Thread:  0  Dispatch queue: com.apple.main-thread

               

              Exception Type:  EXC_BAD_ACCESS (SIGSEGV)

              Exception Codes: EXC_I386_GPFLT

               

              Thread 0 Crashed:: Dispatch queue: com.apple.main-thread

              0   com.adobe.AfterEffects.shatter    0x000000015051a87c 0x150504000 + 92284

              1   com.adobe.AfterEffects.shatter    0x0000000150518e13 0x150504000 + 85523

              2   com.adobe.AfterEffects.shatter    0x000000015052b60a FilterMain + 282

              3   FLT.dylib                0x0000000101ae47df FLTp_TempParamTable::GetNumParams() const + 111
              4   FLT.dylib                0x0000000101ae1a58 FLTp_DispatchFilter(short, FLT_FCSpec*, FLT_FCSeqSpec const*, int, PF_InData*, PF_OutData*, PF_ParamDef**, PF_LayerDef*, void*) + 1096
              5   FLT.dylib                0x0000000101ac8633 FLTp_DoSeq(FLT_FCSpec*, FLT_FCSeqSpec*, int, int*, int*) + 403
              6   FLT.dylib                0x0000000101aa481f FLTp_SeqFlatten(FLT_FCSeqSpec*) + 143
              7   FLT.dylib                0x0000000101ab8e2a FLT_FCSeqSpec::MakeIndependent(bool) + 42
              8   FLT.dylib                0x0000000101ab8ca4 FLT_FCSeqSpec::Write(SLU_File*) const + 1700
              9   TDB.dylib                0x000000010259fee0 TDB_StreamGroup::Write(SLU_File*) const + 960
              10  TDB.dylib                0x000000010259fee0 TDB_StreamGroup::Write(SLU_File*) const + 960
              11  BEE.dylib                0x00000001012ef458 BEE_Layer::WritePlus(SLU_File*, BEEp_FileInfo*) + 168
              12  BEE.dylib                0x0000000101300c65 BEE_SetProjectSettingsFromString(std::basic_string<unsigned char, std::char_traits<unsigned char>, dvacore::utility::SmallBlockAllocator::STLAllocator<unsigned char> > const&, BEE_Project*) + 7141
              13  BEE.dylib                0x00000001011c4abc int LIST_ForEachT<std::vector<BEE_Layer*, U_Allocator<BEE_Layer*> > >(std::vector<BEE_Layer*, U_Allocator<BEE_Layer*> >*, long, int (*)(std::vector<BEE_Layer*, U_Allocator<BEE_Layer*> >*, long, int, std::vector<BEE_Layer*, U_Allocator<BEE_Layer*> >::value_type), int*) + 76
              14  BEE.dylib                0x00000001012f023c BEEp_WriteItemFunc(void*, BEE_Item*, BEE_FolderItem*, int) + 2028
              15  BEE.dylib                0x0000000101235586 BEE_ForEachItem(BEE_Project*, BEE_FolderItem*, int (*)(void*, BEE_Item*, BEE_FolderItem*, int), void*, int) + 278
              16  BEE.dylib                0x00000001012fa0c4 BEE_SaveProject(BEE_Project*, unsigned int, unsigned int, int, int, int, int, BEE_ActiveItemInfo const*, std::set<BEE_Item*, std::less<BEE_Item*>, std::allocator<BEE_Item*> > const*, FILE_Spec*) + 4052

              17  com.adobe.AfterEffectsLib.framework    0x00000001006fcc45 CPDir::SaveProjectToFileSpec(FILE_Spec*, int, bool) + 309

              18  com.adobe.AfterEffectsLib.framework    0x00000001006fe647 CPDir::DoSave(int) + 71

              19  com.adobe.AfterEffectsLib.framework    0x00000001006fe7e7 CPDir::DoSaveAs(FILE_Spec*) + 183

              20  com.adobe.AfterEffectsLib.framework    0x00000001002bb3bb TestEmergencyUnhandledExceptionHandler() + 283

              21  com.adobe.AfterEffectsLib.framework    0x00000001002bb03e SetupEmergencyUnhandledExceptionHandler(bool) + 542

              22  U.dylib                  0x0000000103048d6a Up_InvokeUnhandledExceptionOrHardwareErrorHandler() + 74
              23  U.dylib                  0x0000000103086083 SetupHardwareExceptionHandling(bool) + 419
              24  com.adobe.dvacore.framework  0x0000000103614981 (anonymous namespace)::SignalHandler(int, __siginfo*, void*) + 417
              25  libsystem_platform.dylib 0x00007fff95f4b5aa _sigtramp + 26

              26  com.adobe.AfterEffects.shatter    0x000000015052307e 0x150504000 + 127102

              27  com.adobe.AfterEffects.shatter    0x0000000150522e21 0x150504000 + 126497

              28  com.adobe.AfterEffects.shatter    0x000000015051f5d9 0x150504000 + 112089

              29  com.adobe.AfterEffects.shatter    0x000000015052260e 0x150504000 + 124430

              30  com.adobe.AfterEffects.shatter    0x0000000150512912 0x150504000 + 59666

              31  com.adobe.AfterEffects.shatter    0x00000001505106c0 0x150504000 + 50880

              32  com.adobe.AfterEffects.shatter    0x000000015052b632 FilterMain + 322

              33  FLT.dylib                0x0000000101ae47df FLTp_TempParamTable::GetNumParams() const + 111
              34  FLT.dylib                0x0000000101ae1a58 FLTp_DispatchFilter(short, FLT_FCSpec*, FLT_FCSeqSpec const*, int, PF_InData*, PF_OutData*, PF_ParamDef**, PF_LayerDef*, void*) + 1096
              35  FLT.dylib                0x0000000101abbbda FLTp_DoFrameRenderAlreadyCoerced(FLT_FCSpec*, FLTp_FrSpec*, FLTp_RenderNode const*, bool, void*, void*, PF_World*, M_LRect const*, M_LPoint, M_LRect*, PF_World*, int*) + 618
              36  FLT.dylib                0x0000000101ac0b3f FLTp_LegacyNode::Render(RG_NodeRenderCB*, RG_RenderRequest const&, RG_NodeData const*) const + 735
              37  RG.dylib                 0x0000000102470e6e RGp_NodeInvocation::RenderSingleCheckout(RG_CheckoutResult*) + 190
              38  RG.dylib                 0x000000010246e3b7 RG_CheckoutResult::GetWorld() + 119
              39  RG.dylib                 0x00000001024698cb RG_CacheNodeBase::Render(RG_NodeRenderCB*, RG_RenderRequest const&, RG_NodeData const*) const + 939
              40  RG.dylib                 0x0000000102470e6e RGp_NodeInvocation::RenderSingleCheckout(RG_CheckoutResult*) + 190
              41  RG.dylib                 0x000000010246e3b7 RG_CheckoutResult::GetWorld() + 119
              42  RG.dylib                 0x00000001024688df RG_XformNode::DoRender(RG_RenderRequest const&, RG_CheckoutResult*, M_LRect const&, PF_MaskWorld*, PF_CompositeModePlus const&, RG_CheckoutResult*) const + 607
              43  RG.dylib                 0x00000001024667e0 RG_CompositeNodeBase::Render(RG_NodeRenderCB*, RG_RenderRequest const&, RG_NodeData const*) const + 384
              44  RG.dylib                 0x0000000102470e6e RGp_NodeInvocation::RenderSingleCheckout(RG_CheckoutResult*) + 190
              45  RG.dylib                 0x0000000102471b6d RG_Traverser::Execute(RG_RenderRequest const&, M_LRect*, char*, PF_World**, RG_BufferLock**) + 909
              46  RG.dylib                 0x00000001024715d4 RG_Traverser::Execute(RG_RenderRequest const&, M_LRect const&, PF_World*, M_LRect*) + 68
              47  RG.dylib                 0x00000001024724e4 RG_ExecuteGraph(RG_RenderNode const*, RG_RenderRequest const&, M_LRect const&, PF_World*, M_LRect*) + 116
              48  BEE.dylib                0x00000001012be9db BEEp_GenerateAndExecuteCompFrameGraph(BEE_CompItem*, BEE_ItemRenderOptions const&, PF_World*) + 411
              49  BEE.dylib                0x00000001012bfc17 BEEp_RenderCompFrame + 215
              50  BEE.dylib                0x00000001011a4d73 BEEp_CheckoutStraightItemBuffer(BEE_Item*, short, short, BEE_ItemRenderOptions const&, BEE_RenderTrace const*, BEE_CheckoutReceipt*, bool) + 5763
              51  BEE.dylib                0x00000001011a3e8b BEEp_CheckoutStraightItemBuffer(BEE_Item*, short, short, BEE_ItemRenderOptions const&, BEE_RenderTrace const*, BEE_CheckoutReceipt*, bool) + 1947
              52  BEE.dylib                0x00000001011a5bff BEE_CheckoutItemFrame(BEE_Item*, BEE_ItemRenderOptions const&, BEE_CheckoutReceipt*, bool) + 1055
              53  BEE.dylib                0x00000001011a5947 BEE_CheckoutItemFrame(BEE_Item*, BEE_ItemRenderOptions const&, BEE_CheckoutReceipt*, bool) + 359
              54  BEE.dylib                0x00000001011cc8bb BEE_RenderMovieAsIs + 10683
              55  BEE.dylib                0x00000001011ca2b2 BEE_RenderMovieAsIs + 946
              56  BEE.dylib                0x00000001012cf5df BEE_CmdMakeMovie(unsigned char, int*, BEE_MakeMovieParams*, unsigned char*) + 639

              57  com.adobe.AfterEffectsLib.framework    0x0000000100736047 CRender::DoRenderDood() + 4327

              58  com.adobe.AfterEffectsLib.framework    0x000000010073c6fe CRender::SetRendering(unsigned char, bool) + 606

              59  com.adobe.AfterEffectsLib.framework    0x00000001007304ed CRender::DoCommand(int) + 205

              60  com.adobe.AfterEffectsLib.framework    0x00000001006d68a0 COutlineDir::DoCommand(int) + 48

              • 4. Re: AE Crashes Rendering 3D Shatter With Camera
                Szalam Adobe Community Professional & MVP

                Does it crash if you use one of the prebuilt shatter maps instead of the custom one?

                • 5. Re: AE Crashes Rendering 3D Shatter With Camera
                  curtneedsaride Level 1

                  And just trying a RAM Preview it crashed again. I put the crash report here: AE CC 2014.1.1 (13.1.1) Quit Unexpectedly 2 - Pastebin.com.

                   

                  Also, the project is 1920 x 1080, 24 fps. And those psd's I mentioned are 4406 x3298 scaled to fit my jpg.

                   

                  Please let me know if I'm missing something completely.

                   

                  Thanks

                  • 6. Re: AE Crashes Rendering 3D Shatter With Camera
                    curtneedsaride Level 1

                    Using a stock shape in the shatter map rendered smoothly and quickly.

                     

                    So, if that points to my custom maps, do they need to be a specific size to work within After Effects? If so, that'll be a easy fix in Photoshop I guess.

                    • 7. Re: AE Crashes Rendering 3D Shatter With Camera
                      Szalam Adobe Community Professional & MVP

                      Try resizing those PSD's (and JPEG) in Photoshop to be the largest they'd need to be in AE without scaling them up. I mean, if they don't need to be larger than 1920x1080, make them that size or smaller. Granted, if you're flying up close to them with the camera, you might need them larger...

                      • 8. Re: AE Crashes Rendering 3D Shatter With Camera
                        curtneedsaride Level 1

                        Well that was the idea. I wanted them as crisp as possible when up very close. But this is the first time I've run into a size problem with files in After Effects. I mean, is there a program I could use to get this effect without having to downsize my results?

                        • 9. Re: AE Crashes Rendering 3D Shatter With Camera
                          Szalam Adobe Community Professional & MVP

                          curtneedsaride wrote:

                           

                          Using a stock shape in the shatter map rendered smoothly and quickly.

                          AHA! I suspected this might be it.

                          curtneedsaride wrote:

                           

                          So, if that points to my custom maps, do they need to be a specific size to work within After Effects? If so, that'll be a easy fix in Photoshop I guess.

                          I'm not sure, but try a smaller size and see what you get. Also, could you provide an example of what it looks like? Have you used custom shatter maps before?

                          • 10. Re: AE Crashes Rendering 3D Shatter With Camera
                            curtneedsaride Level 1

                            Made all the images smaller than the project size and it still crashes. But now I'm turning all 3D layers back to 2D and turning the camera off to see if that makes After Effects happier with me. So far, so good. 10 minutes to go.

                            • 11. Re: AE Crashes Rendering 3D Shatter With Camera
                              curtneedsaride Level 1

                              Haven't used shatter maps before. The original image looks like this http://www.anony.ws/image/DHux, the shatter map looks like this http://www.anony.ws/image/DHuz. There's another psd that is just the wire frame that I want constantly in the background.

                               

                              Anyway, after turning off the 3D layers and camera, it did a final render to 85%ish, and then crashed. I'll try RAM previewing it now.

                              • 12. Re: AE Crashes Rendering 3D Shatter With Camera
                                curtneedsaride Level 1

                                My response with image links is being moderated. But, after shrinking the images, turning off 3D layers and turning off the camera, it still crashes on RAM Preview or Final Render. So, AE doesn't like something about my shatter map. Makes no sense to me. Maybe I have too many pieces to it or maybe AE doesn't like the transparent parts. I'm at a loss. 

                                • 13. Re: AE Crashes Rendering 3D Shatter With Camera
                                  Rick Gerard Adobe Community Professional & MVP

                                  Shatter should only be applied to a 2-D layer. That may have been the problem.

                                  • 14. Re: AE Crashes Rendering 3D Shatter With Camera
                                    curtneedsaride Level 1

                                    Thanks, Rick! I've gone ahead and restarted the composition in completely 2D. I guess I'll have to break it up and add it as a separate layer to my final composition. BUT, even at 2D, utilizing a custom shatter map works until I try the rendered view at full it crashes every time. I was able to save a RAM Preview at quarter quality, but that's way too small to actually use. I was able to almost get a clean final version of just this one image being shattered through Media Composer, but even then at the end the color of the whole image flickered.

                                     

                                    It's got to be AE's reaction to a shatter map with so many pieces I guess.

                                    • 15. Re: AE Crashes Rendering 3D Shatter With Camera
                                      Szalam Adobe Community Professional & MVP

                                      The good thing about shatter maps is that they tile within the Shatter effect. So, just use a small version (and don't have any transparent parts) and you should be good. Watch this tutorial on custom Shatter Maps and it should help even more: Custom Shatter Maps : Adobe After Effects Tutorial

                                      • 16. Re: AE Crashes Rendering 3D Shatter With Camera
                                        Szalam Adobe Community Professional & MVP

                                        Er, I don't mean a small version, I mean just one tile of it and let the plugin do the tiling.

                                        • 17. Re: AE Crashes Rendering 3D Shatter With Camera
                                          Rick Gerard Adobe Community Professional & MVP

                                          Try holding the shift key down and opening your preferences file. Go to the bottom tab "secret" and then set AE to purge about every 2 to 4 frames. See if that fixes your crash.

                                          • 18. Re: AE Crashes Rendering 3D Shatter With Camera
                                            curtneedsaride Level 1

                                            Thanks for the suggestion. I've seen that video and it did help in creating the map. The image I want to shatter (or reverse shatter, actually) is a wireframe of many triangles in a huge pattern. So, I'm looking for a very precise shatter shape coming together and meeting up with my image's wireframe.

                                             

                                            Thinking the whole problem was with my shatter map, I didn't even consider the jpg being the problem. So, since I've been trying to do this all day, I decided to recreate the jpg (originally done by someone else) without as much care and amazing editing from our graphics department. So, I took this new image (saved as a psd) and used the almost identical shatter map (with all it's lovely colors), and I was finally able to render out a full quality video.

                                             

                                            It still crashed a couple times, but finally went through. Wished I would've refreshed and seen your final message, Rick. That might have saved a couple more tries!

                                             

                                            Thank you both for your time and suggestions!

                                            • 19. Re: AE Crashes Rendering 3D Shatter With Camera
                                              Dave LaRonde Level 6

                                              I wonder... would Card Dance have worked any better in an instance like this?