Skindigo rendering stall

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amonz1
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Skindigo rendering stall

Post by amonz1 » Tue Sep 03, 2013 9:57 am

Hello first time user of skindigo and I have a sketchup building that I am trying to render but when I clicker to render the screen stalls at doing subdivision 8 before any image I created. Then my computer lags and doesn't let me do anything. Does anyone know what I can do?

Thanks

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CTZn
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Re: Skindigo rendering stall

Post by CTZn » Tue Sep 03, 2013 12:48 pm

Reduce the amount of max subdivisions, your computer is coming short of RAM !

Each additional subdivision level will generate four times more triangles; level 8 means that the poly count will been mutliplieded by more than 500 for the subdivided geometry !
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CTZn
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Re: Skindigo rendering stall

Post by CTZn » Wed Sep 04, 2013 3:51 am

Also, if you are using GPU, the geometry count might become too much for the board's RAM even earlier in the subdivisions process.
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Oscar J
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Re: Skindigo rendering stall

Post by Oscar J » Wed Sep 04, 2013 6:16 am

CTZn wrote:Reduce the amount of max subdivisions, your computer is coming short of RAM !

Each additional subdivision level will generate four times more triangles; level 8 means that the poly count will been mutliplieded by more than 500 for the subdivided geometry !
Much more than that I think - a subdivided cube gets about 393 000 quads - 65 500 times more than the original mesh. :?:

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CTZn
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Re: Skindigo rendering stall

Post by CTZn » Wed Sep 04, 2013 9:47 am

Oscar J wrote:
CTZn wrote:Reduce the amount of max subdivisions, your computer is coming short of RAM !

Each additional subdivision level will generate four times more triangles; level 8 means that the poly count will been mutliplieded by more than 500 for the subdivided geometry !
Much more than that I think - a subdivided cube gets about 393 000 quads - 65 500 times more than the original mesh. :?:
you are right Oscar, one quad delivers 65536 ones after 8 consecutive subdivisions but I don't get how !

starting with one quad
+1 level gives 4 quads
+1: 16 quads
etc

that's how I counted, but the final, real result is the square of what I got counting that way... meh. Also I made a mistake, falsely remembering that 8 bits would encode 512 values while it's 256. Many approximations from me, and many triangles from Indigo !

I'm still missing the point :lol:
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OnoSendai
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Re: Skindigo rendering stall

Post by OnoSendai » Wed Sep 04, 2013 9:51 am

4 ^ 8 = 65536.

You can also work it out by breaking into powers of two:

4 = 2^2, so
4^8 = (2^2)^8 = 2^(2x8) = 2^16 = 65536 (see http://en.wikipedia.org/wiki/Exponentiation)

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CTZn
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Re: Skindigo rendering stall

Post by CTZn » Wed Sep 04, 2013 10:32 am

OnoSendai wrote:4 ^ 8 = 65536.

You can also work it out by breaking into powers of two:

4 = 2^2, so
4^8 = (2^2)^8 = 2^(2x8) = 2^16 = 65536 (see http://en.wikipedia.org/wiki/Exponentiation)
Thanks Ono. You know, I still rely on my combinatory skills to compute a percentage from two values. Heh. Terms mean nothing to me.

edited the sentence for a better formulation.
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