Bad crush while rendering

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meekly
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Bad crush while rendering

Post by meekly » Sun Dec 24, 2006 4:27 am

Here is one picture:

Image

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CTZn
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Post by CTZn » Sun Dec 24, 2006 4:32 am

What you underlined is absolutely not an issue, it indicates that Indigo has never rendered a similar scene (geometry wise) and has to compute a spatial partition of the scene to rationalize the rendering process. This is done for every scene, but usually if you stop a render, then launch it again Indigo will load the previously computed tree instead of computing it again.

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afecelis
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Post by afecelis » Sun Dec 24, 2006 6:37 am

CTZn is right. The cache is generated per every new file you render and the files are stored in Indigo's "tree_cache" folder. So that's not the issue here.
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

atmmatt
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Post by atmmatt » Sun Dec 24, 2006 7:36 am

Can you send the xml file so we can test it and see if it's a problem with the xml or with your computer?
"To be, or not to be" That is a question?

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zsouthboy
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Post by zsouthboy » Sun Dec 24, 2006 1:16 pm

It could be something incredibly stupid, like trying to use "sun_sky" without a sun, too.


That mesh you're loading is HUGE. Try splitting it a few times, too.

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zsouthboy
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Post by zsouthboy » Sun Dec 24, 2006 4:45 pm

Ugh, damn 2gb memory limit.

Can't wait to try out Indigo (if ever) x64 :D :D :D

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eman7613
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Post by eman7613 » Sun Dec 24, 2006 6:45 pm

radiance wrote:Adding more memory to your PC won't solve this as there's a 2GB limit for win32 processes.
once upon a time the limit on xp was 786mbs, oh how i would get errors from badly made programs b/c of that.
Yes i know, my spelling sucks

meekly
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Post by meekly » Sun Dec 24, 2006 8:07 pm

atmmatt wrote:Can you send the xml file so we can test it and see if it's a problem with the xml or with your computer?
I found why crush me like that.There was problem in one of my object,whit hight subsurf.When i remove it,there is no more problem.The xml file is big 120 mb.

meekly
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Post by meekly » Sun Dec 24, 2006 8:13 pm

radiance wrote:--> the solution:

Your trying to build a tritree structure with 1.191.936 triangles.
look at the previous last line -> 1191936 tris

This is simply way too much for 1 object.
Indigo needs to build tritree's of every object to speed up ray/triangle intersections during rendering.
unfortunateley a tritree structure for a milion triangles is way too large for indigo's memory management.
Indigo tries to allocate memory for it, and subsequently it crashes as it tries to allocate an extremeley huge amount of memory.

Adding more memory to your PC won't solve this as there's a 2GB limit for win32 processes.

I fight with this problem every day ;-)

either don't have such a huge object,
or split it up into several smaller objects.

i recommend not going higher than 20.000 to 40.000 triangles per object.
i also recommend not going higher than 300.000 / 400.000 triangles per scene (total)

if you have a heavy subsurf on your object, reduce it and smooth your normals.
You can also play around with 'remove doubles' or use a decimate modifier in blender.

Greetz,
Radiance
Yes you are absolutely right here,i have some objects whit too hight tris,but this grid was whit strong subsurf and strong tris,for this crush me.

Thanks for all comments and help.

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CTZn
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Post by CTZn » Mon Dec 25, 2006 12:20 am

/3GB
This switch forces x86-based systems to allocate 3 GB of virtual address space to programs and 1 GB to the kernel and to executive components. A program must be designed to take advantage of the additional memory address space. With this switch, user mode programs can access 3 GB of memory instead of the usual 2 GB that Windows allocates to user mode programs. The switch moves the starting point of kernel memory to 3 GB. Some configurations of Microsoft Exchange Server 2003 and Microsoft Windows Server 2003 may require this switch.
http://support.microsoft.com/kb/291988/en

http://support.microsoft.com/kb/833721/en

Indeed, you must have 4GB installed in your system for this to work I think.

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zsouthboy
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Post by zsouthboy » Mon Dec 25, 2006 4:10 am

CTZn, it doesn't help Indigo :(

Again, we just need to wait for x64

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CTZn
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Post by CTZn » Mon Dec 25, 2006 1:40 pm

Oh, sorry... is it because of that ?
A program must be designed to take advantage of the additional memory address space.
Actually I did a render where the room and misc objects where all into one mesh (originally one .obj file), totalling 300k tris... I have 2GB btw...

Image

The normal issues are from the original file, not Indigo. 8h render. Here you see only a little of the whole room, it is poured with tons of geometries (socks on the floor, little props etc)

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dogfin
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Post by dogfin » Wed Dec 27, 2006 9:55 am

31 bit is 2GB, 32 bit is 4GB. On almost all 86 based processors pointers are unsigned and can use all 32 bits. Windows just has the odd restriction of splitting your ram in two, half for the kernel, and half for the user. Here is a tip to get around it that I haven't tried, (my windows recently ate itself and hasn't been reinstalled yet).
http://mi.eng.cam.ac.uk/~sb517/public/largememory.pdf

Ryan -
Image

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