Models are to big

Feature requests, bug reports and related discussion
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Pippi Longsleeves
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Models are to big

Post by Pippi Longsleeves » Mon Mar 26, 2007 11:01 pm

Indigo is not able to build the cache tree for my models.
Is there a 64bit version available? And is this problem fixed whith this version?

Holger

Deus
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Post by Deus » Mon Mar 26, 2007 11:08 pm

Man that image completely distracts me from question

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Pippi Longsleeves
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image

Post by Pippi Longsleeves » Mon Mar 26, 2007 11:14 pm

You sould se me at 6am
:wink:

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Kram1032
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Post by Kram1032 » Tue Mar 27, 2007 1:04 am

Until now, 64bit users said, that it works.
You really need to give more details.

Too big models aren't bugs, but not enough ram ;)

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Pippi Longsleeves
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I´m working on a detailed report

Post by Pippi Longsleeves » Tue Mar 27, 2007 1:13 am

it can take one or two hours

Ps.: I have (8 Gig of ram in my machine and 8 cores)

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Kram1032
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Post by Kram1032 » Tue Mar 27, 2007 1:16 am

hmmm.... maybe you're doing something wrong...
You really need to post the scene, the image (if there is one) and the indigo-window, that shows the status...
Then, how do you use the other machines? Or is it just one with eight cores?
In this case, you have to open the iniFile and search for "threads" and clear "1" but type "8"


Which version do you use?

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Pippi Longsleeves
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Machines

Post by Pippi Longsleeves » Tue Mar 27, 2007 1:38 am

It´s only one machine and I´ve already edited my inifile to 8 threads.
I´ve also do a lot of renderings whith Indigo and I need to splitt my object couple of times.
I´ve uploaded a Image into the Gallary it is named "alien" in the background you see a machine. This mesh was also to big and after splitting the mesh it goes.

I like to use Indigo for making animations and the Max exporter is scrited that means, it takes a lot of time to export meshes whith it. So I decided to use .obj Files. But I´m not able to splitt every big object in every Frame like Rhino do by exporting into .3ds (see my report comming soon).

Holger :)

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suvakas
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Post by suvakas » Tue Mar 27, 2007 1:56 am

What exporter do you use? Maxigo?
If the geometry doesn't change, then you don't have to export the geometry for every frame. If it changes, then you're in trouble :)
I havn't implemented any mesh spliting yet, cause i thought that *.obj format handles big meshes.

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Pippi Longsleeves
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Exporter

Post by Pippi Longsleeves » Tue Mar 27, 2007 2:12 am

I´m using "M2I616 - Max to Indigo v616" as exporter.
Never heard of "Maxigo" I will test it.
In fact: M2I616 does not support animations. My plan was to use a Maxscript that exports 3ds-Files for every Frame and change it, so that it exports obj files and use these Files as an animation in Indigo.

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suvakas
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Post by suvakas » Tue Mar 27, 2007 2:29 am

Gotcha!
Since M2I doesn't support animation, then i thought that you're already using Maxigo 8)
I don't know how well the animation stuff works since nobody has used it (i think) and i only did a fiew tests when i wrote it.
Anyway.. when your models geometry doesnt change during the animation, then you have to export the geometry only once for first frame. The rest will be handled by script so leave the script running. You need to set up a time amount for how long you want Indigo to render one frame (its 25 sec by default) and then Maxigo will only update models positions and rotations after every rendered frame.

So it's like that:
*1st frame -> Maxigo exports all the scene data and models
*1st frame done rendering -> Indigo closes and Maxigo automatically exports only models positions for next frame
*2nd frame starts rendering
*and so on...

But again.. don't know if it fully works :D

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Post by Deus » Tue Mar 27, 2007 2:30 am

8 cores in your machine? You wont get my help unless you give me some of that rendering power! ;-)

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Pippi Longsleeves
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Animation

Post by Pippi Longsleeves » Tue Mar 27, 2007 2:36 am

Dear Suvakas:
My models (most time) changes from one frame to another. So I need to export the mesh for every Frame.

But I will definitely test your software as soon as I can.
:)

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Kram1032
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Post by Kram1032 » Tue Mar 27, 2007 2:40 am

The alien was from you?
Great work! Well done!
I just missed some colour ;)

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suvakas
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Re: Animation

Post by suvakas » Tue Mar 27, 2007 2:43 am

Pippi Longsleeves wrote:Dear Suvakas:
My models (most time) changes from one frame to another. So I need to export the mesh for every Frame.

But I will definitely test your software as soon as I can.
:)
Well.. then try to export into obj format and uncheck "Auto disable geometry export after 1st frame" when in animation mode. The rest is same. 8)

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Pippi Longsleeves
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Here it is:

Post by Pippi Longsleeves » Tue Mar 27, 2007 2:54 am

Ok folks now were getting crasy:
1. I have one big mesh in a .obj file and indigo parses it completely.
Result: Indigo could not build the treecashe "Failed to allocate memory while building mesh kd-tree."
2. I´ve loaded the model into Rhino: It hase the feature to "split" geometry automaticly, by exporting into .3ds (note that 3ds can only hold 64Kbyte binary vertexdata for every single object in the file)
Result: Indigo build lots of trecashe files for every splittet object (count: 1657) and it goes.
3. Than I´m reloaded it into MAX and collapsed it again into one object BUT: I´m not weld the vertices again, so that I still have my "separated blocks" inside of just one Object.
Result: After I´m emtying my "tree_cache" folder, I´ve regonized that Indigo builds now only one cashe file (43,4 MB) and it goes!
4. Now I´m weld all vertices again, (it has now 1976638 Polys) export this again to .obj (size of obj is 90.1 MB).
Result: It goes..
5: Reload the original one: It goes...!?!

I´m now trying to use a different object
There it is again! And the funny thing: it is smaler than the other ones: (325946 Polys, 219617 Verts)
Indigo uses 485.392 KB in the moment of error.
No cache file written

here the log:
############################################################################
scene file path: 'default.xml'
Using working directory path ''.
created world.
Loading Scene 'default.xml'...
Using sky gain of 0.005000
sun_theta_rad: 0.936875
sun_theta_deg: 53.678982
sun_solid_angle: 0.000060
Sky zenith luminance (cd/m^2): 3868.180664
Sun spectral radiance (Wsr^-1m^-3) at 500nm: 18476936724480.000000
sun_theta_rad: 0.936875
sun_theta_deg: 53.678982
sun_solid_angle: 0.000060
Sky zenith luminance (cd/m^2): 3868.180664
Sun spectral radiance (Wsr^-1m^-3) at 500nm: 18476936724480.000000
Camera: white balance = D65, using CIE XYZ chromacity (0.312730, 0.329020)
----loading external model '.\own\test\ufo.obj'...----
linenum: 1000000
358116.18304 lines / sec
Adding material 'indigo_default' to scene materials.
----Loaded model.----
simple3d mesh vert mem used: 10.025MB (219005 verts)
simple3d mesh tri mem used: 4.675MB (204265 tris)
Couldn't find matching cached tree file, rebuilding tree...
-----------TriTree::build()-------------
204265 tris.
temp tris mem usage: 7.013MB
intersect_tris mem usage: 9.351MB
calcing root AABB.
max tree depth: 37
reserving N nodes: 204265(1.558MB)
leafgeom reserved: 817060(3.117MB)
tri_boxes mem usage: 6.234MB
SceneLoaderExcep: Failed to allocate memory while building mesh kd-tree.
Fatal Error: SceneLoaderExcep: Failed to allocate memory while building mesh kd-tree.
############################################################################

Hope this helps :)
Ps.: It was the same object as in the "alien" picture in the background

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