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displacement nightmare...

displacement nightmare...

2004-06-25       - By luc froehlicher

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Reply:     <<     11     12     13     14     15     16     17     18     19     20  

hi ahmidou :)
not so bad , my head full of smoke.

back to the subject , I have win2k here .
tell me if you find something.
lulu

Ahmidou wrote:

> Hi Luc how are you?
> well i have also many crash with displacement, scenes that where
> working perfectly in 3.5 are crashing in 4.0 i haven t investigated so
> much, but it seems that it is a win2k thing , work in winxp but i need
> to test more.
> Ahmidou
>
>
> luc froehlicher wrote:
>
>> so far , I have a scene where the first frame renders correctly , but
>> the second one always crash.(no animation , same frame)
>> I will send it to support.
>> thanks for your help
>> luc
>>
>> Dave Lajoie wrote:
>>
>>> also might want to add -memory 1500, considering you are rendering
>>> on 2gig ram machine
>>>
>>> dave.
>>> -- --Original Message-- --
>>> From: owner-xsi@(protected) [mailto:owner-xsi@(protected)]On Behalf
>>> Of Dave Lajoie
>>> Sent: Friday, June 25, 2004 1:05 PM
>>> To: XSI@(protected)
>>> Subject: RE: displacement nightmare...
>>>
>>>
>>> pls try:
>>>
>>> ray3 -split_object 10000 10000 -swap_dir c:\temp -swap_limit 4000
>>> mifile.mi -imgpipe | imf_disp -
>>>
>>>
>>> -swap_dir D              directory for temporary data files, do not
>>> share with
>>>                         other hosts
>>> -swap_limit N            put at most N megabytes into swap_dir, 0=no
>>> swapping
>>>                         (default)
>>> -split_object NP NF      split objects with more than NP
>>> triangles(for polygons
>>>                         only) or NF faces, don't split(default): 0
>>>
>>>
>>> might want to consider using rapid motion mode instead of scanline.
>>> scanline is design for speed, but has one drawback: needs memory
>>> rapid motion is little bit like renderman where it micro-tesselate
>>> into small constant shaded microtriangles, once the tile is
>>> rendered, all the micro triangles gets flushed out.
>>>
>>> Dave.
>>> -- --Original Message-- --
>>> From: owner-xsi@(protected) [mailto:owner-xsi@(protected)]On Behalf
>>> Of luc froehlicher
>>> Sent: Friday, June 25, 2004 12:57 PM
>>> To: XSI@(protected)
>>> Subject: Re: displacement nightmare...
>>>
>>>
>>> I have the default settings (specified 768)
>>> I've also tried with unlimited , specified 2048 , same random crashes
>>>
>>> duncan_burch@(protected) wrote:
>>>
>>>  
>>>
>>>> in your render options, have you got a memory limit set in
>>>> optimization?
>>>> just a thought
>>>>
>>>> Duncan Burch
>>>> XSI 3D Lighting and Rendering Artist & TD
>>>> www.duncanburch.com
>>>> -- -- Original Message -- -- Wrom:
>>>> FAOBUZXUWLSZLKBRNVWWCUFPEGAUTFJMVRESK
>>>> To: <xsi@(protected)>
>>>> Sent: Friday, June 25, 2004 5:21 PM
>>>> Subject: displacement nightmare...
>>>>
>>>>
>>>>
>>>>  
>>>>
>>>>> hi everyone
>>>>> I've been messing around with displacement for 3 days
>>>>> and so far I'm lost.
>>>>> I crash every 15 minutes. with message like this :
>>>>> raylib[1644] MEM  0.2  fatal  031006: cannot free memory
>>>>> I've got 2 Gigs of ram and I never saw my ram usage exceed 800
>>>>> Megs during a render.
>>>>>
>>>>> I'm trying to render an object at subdivision level 2 (449 000
>>>>> triangles) with displacement.
>>>>> the original object was detailled at subd level 4 in zbrush (3.6
>>>>> millions polys)
>>>>> the initial (modelled) object at level 0 is 14052 triangles.
>>>>>
>>>>> displacement settings : fine , length 1 , view dependant ,
>>>>> sharpness 0 , min0 , max 7
>>>>>
>>>>> I've tried to tweak the max value , no view dependant , bsp
>>>>> settings , memory settings , using .map , empty all caches ....
>>>>> same crashs.
>>>>>
>>>>> rendering in sequence is a dead end : first frame ok then hangs
>>>>> batchrender is a little bit better : 5 6 frames then hangs...
>>>>>
>>>>> I did a test with a 3d texture as displacement and it renders very
>>>>> fine , I managed to render a frame with up to 10 millions triangles
>>>>> so for the moment I suspect the UV's or something.
>>>>> find attached the xsicabs stuffs
>>>>>
>>>>> any idea is welcome to help me out of this nightmare.
>>>>>
>>>>> (this is with XSI4.0)
>>>>>
>>>>> luc
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>  
>>>>>    
>>>>
>>>>
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>>>>
>>>>  
>>>
>>>
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>>>
>>
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