Bad crush while rendering
Bad crush while rendering
Here is one picture:
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.
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.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
Thanks for all comments and help.
http://support.microsoft.com/kb/291988/en/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/833721/en
Indeed, you must have 4GB installed in your system for this to work I think.
Oh, sorry... is it because of that ?
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)
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...A program must be designed to take advantage of the additional memory address space.
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)
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 -
http://mi.eng.cam.ac.uk/~sb517/public/largememory.pdf
Ryan -
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