Re: Lots of very high res textures

Date : Thu, 3 Jan 2008 15:43:08 -0800
To : XSI(at)Softimage.COM
From : "Andy Jones" <andy(at)thefront.com>
Subject : Re: Lots of very high res textures
On the topic of OS problems, let me add one to the pile.  So far, I've not been able to successfully get an 8K floating-point texture to convert to a pyramidal tiled .map file on Windows 32-bit.  This actually seems like kind of a big deal, since the most common floating point images are environment maps, and those tend to be upwards of 6 or 12K.  (For example, I have some 12K ones I'm supposed to be rendering right now).

4K images work fine.  8K 8-bit images also work fine.

I'd hop over to a 64-bit machine, but I guess the .map files won't work then, right?  Will Linux work?

Why doesn't imf_copy write directly into the allocated file?

- Andy

On 1/3/08, Halfdan Ingvarsson <hingvars(at)softimage.com> wrote:
This is actually an OS problem and is the same as if you had your page/swap file on the network. If you're using Linux with NFS and caching enabled, it works quite ok since the network copy is transparently copied to the local drive and mapped from there. The same cannot be said for many other network drive implementations and especially not CIFS on Windows.
 
 - ½


From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Votch
Sent: 03-Jan-2008 17:20
To: XSI(at)Softimage.COM
Subject: Re: Lots of very high res textures

With -p and -r the images will cache even if they are located on a network drive. The problem is that MR will constantly stream data from the map file as it's required for rendering.

If you have a small subject within screen space that only occupies a few buckets then this will not be an issue. But if the opposite is true and you are rendering on a farm with lots of machines you will notice high bandwidth demand on both the the file server and network.


With 100 nodes rendering full frame subjects with 5GB of pyramidal / tiled textures the network becomes nearly unusable and render times skyrocket. I've seen render times drop from 1+hours to +/-10 minutes after re-locating all the textures locally onto the rendernode.

Votch-


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