Re: More MR Memory Issues

Date : Fri, 2 Nov 2007 17:08:14 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: More MR Memory Issues
I often had luck with simply enabling "dynamic BSP"
and also enabling the Memory limit (mental ray).

A rule of thumb for setting a reasonable value for
that general memory limit (not the BSP´s one)
is that a 32bit windows process will start to
choke with anything set above 1536, even
thought the /3GB switch may have been set
within the OS (depending on the w2k/XP flavour).

For scenes in the 512-1024 MB range, this often
proved enough, if not, rendering on a 64bit machine
with some more RAM felt legit and more artist friendly
than having to waste ~ hours of re-starting, then trying
to squeeze mR into a non-fractioned block of Memory.

Cheers

tim






----- Original Message ----- From: "Alan Jones" <skyphyr(at)gmail.com>
To: <XSI(at)Softimage.COM>
Sent: Friday, November 02, 2007 4:46 PM
Subject: Re: More MR Memory Issues



Hi Brad,

If you're not using anything that has raytracing (reflection,
refraction, dirtmap/AO) then you can switch to the rasterizer.

It doesn't use a BSP for storing the geometry at rendertime so it may
sidestep the issue for you. Environment reflection is ok as it doesn't
involve raytracing.

Cheers,

Alan.

On Nov 2, 2007 3:36 PM, Bradley Gabe <withanar(at)gmail.com> wrote:
Looks like I'm the latest victim to get hit with this error:

      Error: MEM 0.5 fatal 031008: can't allocate 524000 bytes


It's in a simple crowd scene with 20,000 particle instances, and each instance has about 2000 polys, so we're well within MR and XSI's realm of possibility.

I've been messing around with BSP tree settings all morning, reduced my tile
size, and a handful of other standard memory reduction techniques (short of
polygon reduction), all to no avail.


I'm starting to think there may be a windows memory setting or something
else that everyone knows about in XSI, and I missed over the past couple of
versions due to my main focus in animation over rendering. :-)


Any more tips from anyone would be appreciated while I continue to hunt
through the email archives.


-Brad

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