Indigo using too much memory?
Indigo using too much memory?
Hi, I'm new to indigo and am still exploring.
While playing around with indigo I decided to render out a car I'd modeled in blender. The export went fine with no errors. However, when I fired up indigo to render it started eating memory like there's no tomorrow. I have 4 gig of memory and indigo caused my pf usage to jump to 8+ gig before windows finally said 'enough' and killed the indigo process. My car /is/ a little heavy (between 2-3mil polys) but not unbelievably huge and it's in a studio scene so there's really no other geometry. I've seen quite a few renders around this forum that probably are near what my polycount is so I wouldn't think that's it.
Shader-wise I've got a carpaint shader, a plastic shader, and a glass shader, and a diffuse 'clay' shader. (no textures) I'm using just a single 'sun' light.
So what could be causing this? Any help would be highly appreciated.
Thanks
While playing around with indigo I decided to render out a car I'd modeled in blender. The export went fine with no errors. However, when I fired up indigo to render it started eating memory like there's no tomorrow. I have 4 gig of memory and indigo caused my pf usage to jump to 8+ gig before windows finally said 'enough' and killed the indigo process. My car /is/ a little heavy (between 2-3mil polys) but not unbelievably huge and it's in a studio scene so there's really no other geometry. I've seen quite a few renders around this forum that probably are near what my polycount is so I wouldn't think that's it.
Shader-wise I've got a carpaint shader, a plastic shader, and a glass shader, and a diffuse 'clay' shader. (no textures) I'm using just a single 'sun' light.
So what could be causing this? Any help would be highly appreciated.
Thanks
how big are your exported mesh files... 3 million polys are peanuts for Inigo, so I think CTZn maybe pointing in the right direction!
also render your work via console to save a lot of RAM if your output res is (very) high
also render your work via console to save a lot of RAM if your output res is (very) high
Code: Select all
cd indigo_v1.1.5
START /B /BELOWNORMAL indigo_console.exe "M:\- INDIGO TESTS -\test.igs"
polygonmanufaktur.de
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
forget about applying/leaving modifiers will save any memory.. they are applied by exporter with exactly same settings you have set, if you are using modifiers, i suppose you need them, so there is just a few things you can do:
1 - simplify your meshes where it possible without changing overall shape
2 - maybe adjust subsurf to one step lower value
3 - change 'super_sample_factor' from default 2 to 1
4 - get more ram & 64bit build of indigo
edit:
1a - use instances (alt-D in Blender) when possible (one mesh used by more objects.. eg: wheels)
1 - simplify your meshes where it possible without changing overall shape
2 - maybe adjust subsurf to one step lower value
3 - change 'super_sample_factor' from default 2 to 1
4 - get more ram & 64bit build of indigo
edit:
1a - use instances (alt-D in Blender) when possible (one mesh used by more objects.. eg: wheels)
Last edited by carbon on Sun Aug 03, 2008 7:18 am, edited 1 time in total.
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
ZomB
Peanuts for indigo, not for memory, it's not the same
Who can say today that he render a scene with 2 000 000 polys with 3Gb of ram, I'm very interesting by screen shots...
Wath is your graphic card? how can you work with 2 million polys for one car? don't undertand how you model it, subsurf is at 5??? why?
I'm using indigo for some time now and by experience, 2 000 000 polys are too much for 3 or 4 Gb of ram...
I've 3Gb and I can't render more than 700 000 polys , before indigo begin the rendering, it loads the mesh coordonates, and it uses more memory than the render himself, when it realy starts rendering (for a 800x600, maybe not for 3000x4000)
Forget your render, or try with the Ranch, or buy more ram
make up your mind:
2 809 470 vertices (64.304 MB)
4 845 155 triangles (129.380 MB)
1600x1200
Memory footprint: 637Mo
Scene, texture and information in WIP > Displacement tests thread.
Code: Select all
SSE present.
SSE2 present.
SSE3 not found.
Using base Indigo directory path 'C:\Progs\3d\indigo\indigo_v1.1.5'.
Scene file path: 'C:\work\3d\Indigo\camera.igs'
Using working directory path 'C:\work\3d\Indigo'.
Loading Scene 'C:\work\3d\Indigo\camera.igs'...
Using linear tone mapping with scale=0.000200
extra_atmospheric: 0
sun_theta_rad: 0.93945
sun_solid_angle: 0.00006
Sky zenith luminance: 3858.81956 cdm^-2
Sun spectral radiance at 500nm: 18102053328213.33200 Wsr^-1m^-3
Loaded texture successfully.
Loading external mesh '|pPlane1|pPlaneShape1' from path 'C:\work\3d\Indigo\objs\1\-pPlane1-pPlaneShape1.obj'...
Found reference to material 'initialShadingGroup'.
OBJ parse took 0.08806s
Done.
Merging vertices for mesh '|pPlane1|pPlaneShape1'...
Initial num vertices: 81
New num vertices: 81
Done.
Computing shading normals for mesh '|pPlane1|pPlaneShape1'.
Subdividing and displacing mesh '|pPlane1|pPlaneShape1', (num subdivisions = 16) ...
Doing subdivision level 0...
num triangles subdivided: 65
num triangles unchanged: 63
resulting num vertices: 191
resulting num triangles: 358
Done.
Doing subdivision level 1...
num triangles subdivided: 213
num triangles unchanged: 110
resulting num vertices: 534
resulting num triangles: 1000
Done.
Doing subdivision level 2...
num triangles subdivided: 783
num triangles unchanged: 179
resulting num vertices: 1756
resulting num triangles: 3352
Done.
Doing subdivision level 3...
num triangles subdivided: 2940
num triangles unchanged: 371
resulting num vertices: 6261
resulting num triangles: 12174
Done.
Doing subdivision level 4...
num triangles subdivided: 11435
num triangles unchanged: 696
resulting num vertices: 23615
resulting num triangles: 46479
Done.
Doing subdivision level 5...
num triangles subdivided: 44982
num triangles unchanged: 1454
resulting num vertices: 91530
resulting num triangles: 181425
Done.
Doing subdivision level 6...
num triangles subdivided: 178172
num triangles unchanged: 3210
resulting num vertices: 359803
resulting num triangles: 715941
Done.
Doing subdivision level 7...
num triangles subdivided: 448277
num triangles unchanged: 267621
resulting num vertices: 1076408
resulting num triangles: 2060772
Done.
Doing subdivision level 8...
num triangles subdivided: 520441
num triangles unchanged: 1540288
resulting num vertices: 2001041
resulting num triangles: 3622095
Done.
Doing subdivision level 9...
num triangles subdivided: 209726
num triangles unchanged: 3412326
resulting num vertices: 2413250
resulting num triangles: 4251273
Done.
Doing subdivision level 10...
num triangles subdivided: 29508
num triangles unchanged: 4221722
resulting num vertices: 2470092
resulting num triangles: 4339797
Done.
Doing subdivision level 11...
num triangles subdivided: 6168
num triangles unchanged: 4333586
resulting num vertices: 2482632
resulting num triangles: 4358301
Done.
Doing subdivision level 12...
num triangles subdivided: 11171
num triangles unchanged: 4347087
resulting num vertices: 2505230
resulting num triangles: 4391814
Done.
Doing subdivision level 13...
num triangles subdivided: 21890
num triangles unchanged: 4369881
resulting num vertices: 2549356
resulting num triangles: 4457484
Done.
Doing subdivision level 14...
num triangles subdivided: 43264
num triangles unchanged: 4414177
resulting num vertices: 2636503
resulting num triangles: 4587276
Done.
Doing subdivision level 15...
num triangles subdivided: 85974
num triangles unchanged: 4501259
resulting num vertices: 2809470
resulting num triangles: 4845198
Done.
Done.
Building Mesh '|pPlane1|pPlaneShape1'...
2809470 vertices (64.304 MB)
4845155 triangles (129.380 MB)
BIHTree::build()
calcing root AABB.
done.
Root AABB min: (-2.500000,0.000980,-2.500000)
Root AABB max: (2.500000,0.140980,2.500000)
Allocing and copying intersect triangles...
intersect_tris mem usage: 221.794 MB
done.
Build Stats:
total leafgeom size: 4845155 (18.483 MB)
total nodes used: 6929581 (105.737 MB)
numInternalNodes: 3464790
numLeafNodes: 3464791
num_under_thresh_leafs: 1391446
num_maxdepth_leafs: 2073345
num_inseparable_tri_leafs: 0
meanNumTrisPerLeaf: 1.39840
maxNumTrisPerLeaf: 3
Finished building tree. (Build time: 13.98289s)
Done Building Mesh '|pPlane1|pPlaneShape1'. (Time taken: 13.98603 s)
Building Object Tree...
2 objects.
calcing root AABB.
AABB: (-2.500000, -2.500000, 0.000000), (2.500000, 2.500000, 0.140980)
max tree depth: 4
reserving N nodes: 2(16 B)
total nodes used: 1 (8 B)
total leafgeom size: 2 (8 B)
Finished building tree.
AutoFocus: setting camera focus distance to 1.66268 m.
Master buffer size: 12.456 MB
Settings:
Frame upload period: 180.00000 s
Image save period: 120.00000 s
Splat filter: mn_cubic, blur=0.60000, ring=0.20000
Downsize filter: mn_cubic, blur=0.60000, ring=0.20000
Render region: false
Supersample factor: 1
Metropolis: true
Bidirectional: false
Hybrid: false
Ray origin nudge distance: 0.00010 m
Aperture diffraction: true
Post-process diffraction: false
Auto setting number of threads to 2.
Finished initialisation
Starting threads... (num threads: 2)
Starting render thread. (RNG seed=2)
Starting render thread. (RNG seed=1)
Doing initial warmupDoing initial warmup.................................
2 809 470 vertices (64.304 MB)
4 845 155 triangles (129.380 MB)
1600x1200
Memory footprint: 637Mo
Scene, texture and information in WIP > Displacement tests thread.
obsolete asset
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
http://blenderartists.org/forum/showthr ... t=stargate
Grab this model from LOTR Junkie, im garantying you indigo will go KABOOM.
Gotta take out all the lights and controls though or else you get errors
Grab this model from LOTR Junkie, im garantying you indigo will go KABOOM.
Gotta take out all the lights and controls though or else you get errors
benn hired a mercenary to kill my sig...
CTZn
Thx CTZn, so using indigo displacement use less ram than using blender displacement? I'm right??
Does simple sudbivision smoothing replace subsurf?
Sorry I don't realy understand how does it work, I learn blender alone so I don't understand all news..
Thx in advance
Thx CTZn, so using indigo displacement use less ram than using blender displacement? I'm right??
Does simple sudbivision smoothing replace subsurf?
Sorry I don't realy understand how does it work, I learn blender alone so I don't understand all news..
Thx in advance
Last edited by Jambert on Mon Aug 04, 2008 6:16 am, edited 1 time in total.
Yes Indigo uses less ram if optimization is enabled for displacement. In my image above it would not subdivide a triangle further if it's under 3 pixels in width, even if the initial subdivision setting would have required the triangle to be subdivided. In that fashion, by limiting tris subdivision, Indigo saves memory.
I'm no blender user so can't tell more
now for more indigo-oriented users:
in the code reported above, you can see that the 4 millions tris are reached at level 9, then to level 16 much less tris are added, but they are thinner at each iteration, so the gain feature-wise is noticeable, at a low expense (593 925 new triangles from level 9 to 16). That's the benefit from pixel width threshold optimization.
I'm no blender user so can't tell more
now for more indigo-oriented users:
in the code reported above, you can see that the 4 millions tris are reached at level 9, then to level 16 much less tris are added, but they are thinner at each iteration, so the gain feature-wise is noticeable, at a low expense (593 925 new triangles from level 9 to 16). That's the benefit from pixel width threshold optimization.
obsolete asset
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