trImage Bug Report

Started by Buzzzzz, June 15, 2007, 08:17:13 am

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Buzzzzz

June 15, 2007, 08:17:13 am Last Edit: June 15, 2007, 08:26:17 am by Buzzzzz
trImage Bug Report--after 15 hrs of rendering, and no this is not a cropped render. I wonder how many times this has been submitted to support? And do you have a explanation of what one can do to prevent it or is this on the list for future updates?

If I'm able to send the tgd and all files referenced what all exactly do you need? The tgd refers to 2 Populations in addition to several Image Map Shaders plus the imported ter. therefore the file will be quite large.  Here's a screen shot.

Edit 1: Here's another error message after I clicked ok to the first.

Edit 2  :)  The good news is that after clicking ok on the second error I was able to save what has rendered thus far.  ;D






jo

Hi Buzzzzz,

Just as in this post this isn't a bug. It's a graceful save. TG2 has basically run out of memory. It must be bad, because the thing trImage is trying to allocate is only 22 MB in size. I don't think we need any files for this, as we know TG2 is able to use all the memory you have available ;-). Whether or not it's using so much due to a bug of some sort I'm not sure, so maybe one of the others would be interested in checking out the scene. It's a shame, it's looking interesting.

I'm not sure what any sort of future update might solve this, aside from 64 bit support and/or much more aggressive memory usage optimisation. The basic problem here though is simply that TG2 has run out of memory, but at least it's recovered well and let you save what you had instead of just crashing.

Regards,

Jo

Buzzzzz

Oh OK, thanks jo.  Is there anything else I can do on my end to correct this? I have 2 Gig of ram in my machine and only 22 necessary processes running in the background. I am thinking of purchasing 2 more chips of matching ram which will give me 4 Gig total. That's the max for my mobo so I hope 4 will be enough? 

Oshyan

When TG2 runs out of memory in the middle of a render like this it usually seems to be related to the use of an image map in the scene. My assumption is it pops up in the middle of the render because it has just come across a part that requires that particular image. If you're using image maps you can try reducing their resolution. In some cases this may not noticeably affect scene quality but it could help save memory. You might also try working with one of Ben's tricky population masking techniques to minimize the memory used by your object populations. Basically anything you can do to reduce memory use would help.

- Oshyan

Buzzzzz

Quote from: Oshyan on June 15, 2007, 12:53:03 pm
When TG2 runs out of memory in the middle of a render like this it usually seems to be related to the use of an image map in the scene. My assumption is it pops up in the middle of the render because it has just come across a part that requires that particular image. If you're using image maps you can try reducing their resolution. In some cases this may not noticeably affect scene quality but it could help save memory. You might also try working with one of Ben's tricky population masking techniques to minimize the memory used by your object populations. Basically anything you can do to reduce memory use would help.

- Oshyan


Thanks for replying Oshyan,

According to Task Manager I'm only using around half of my available memory. And I'm only using a 1mb image restricted to a minimum 30 and a maximum 90 degree slope to cover the Vertical cliff faces.
As far as the populations I've restricted them to only the area viewed by the camera, via an overhead view to set it up and not just guessing as to how large an area I truly need.

So what kind of monster will a person need if they want to create a complicated scene? This one i'm working on is very simple. Maybe it's time to revisit the old TG or maybe I just need a break from TGTP until another update comes out and then see what she (TGTP) will do.

Thanks
Jay

Oshyan

What format is the image you're using (I'm guessing .jpg) and what is the actual resolution? The file size for compressed images doesn't matter because it must be decompressed by TG to be used, so it's the uncompressed size that will impact the system, and this directly corresponds to image resolution. It also matters greatly what resolution you're rendering at. It doesn't look like you're rendering all that large (1280x960?), but that also has an impact on memory.

Ultimately the ability to handle complex scenes and render at high resolutions should be improved. But it's almost important to realize that the definition of a "complex scene" isn't necessarily what you might expect. It's what is complex and difficult for the renderer that matters, not necessarily just how much "stuff" you have in the scene.

- Oshyan

Cyber-Angel

I read in a white paper (Don't Remember which one) published by NVIDIA that a renderer that is designed to be used in Production Environments needs both effective memory management and the ability to handle effectively Geometric Complexity with more geometry that can fit into ram at any one time.

In my post about the same issue I had not used an image map, all I was trying to do was to use the crop rendering to cheek an area of terrain, but also cheek the clouds in that area then I got that warning or what ever it is.

Regards to you.

Cyber-Angel 

Oshyan

C-A in your case the actual source of the error was completely different (although you have not yet confirmed it by testing my analysis) and is easily fixed. In this case the issue is a bit less clear and likely more complex.

- Oshyan