Re: Frame buffer 0 invalid

Date : Tue, 18 Jul 2006 22:46:17 +0200
To : XSI(at)Softimage.COM
From : Christian Götzinger <cg(at)pension-goetzinger.de>
Subject : Re: Frame buffer 0 invalid
Thanks for the tip! I think I will render to CT from now on then if that's likely to cause less problems!

Cheers,
Chris

Halfdan Ingvarsson schrieb:

Yes. We support this by default. The on-disk framebuffers were designed to allow many framebuffers, rather than large framebuffers, since it maps the entire thing in memory when accessed (be it when a tile is written to it, or when it needs to write the whole thing to disk).

 

The difference is that the on-disk framebuffers do not obey regular memory limits and so forcing your memory consumption down (using max memory) will probably help mental to map the framebuffer into memory by ensuring that there’s always some free memory to map into.

 

This problem (not being able to map) often shows up as the warning “Failed to receive tiles” while rendering, which results in missing/black tiles.

 

Avoid using EXR when using large framebuffers since there’s the off-chance that EXR needs to allocate memory of equal size, at which point you’ll be hosed. Use a pure streamable format like TGA or even one of mental ray’s own (CT) and then convert using imf_copy.



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