rendering errors

Started by pagan, October 03, 2008, 11:12:35 AM

Previous topic - Next topic

pagan

Anyone knows about this?

I get errors when I render my scene and the scene will not render properly, with parts of the image missing...

rcallicotte

Yes.  Do a search.

Many answers can be found by using the search function.  This is because quite a few people have likely asked the same question you have, but not always.  This particular issue has been reported numerous times and can be found in the Support section.
So this is Disney World.  Can we live here?

pagan


pagan

Ok I found an other reason why this error is happening...
basically when exporting as obj from 3ds al the objects needs to be quads
and also if exporting multiple object in un go they need to be grouped...
don't know why but it works
I hope this help other people

rcallicotte

Using PoseRay on an object before putting it into TG2 and then converting the OBJ file to TGO has fixed all of my object problems, except for the 16-texture limit.
So this is Disney World.  Can we live here?

pagan

what is the 16 texture limit?

Oshyan

TG2 currently supports a maximum of 16 unique textures per object.

- Oshyan

Zairyn Arsyn

this has been happening more often to with my .tgd's (my last two renders I posted on here)
mainly with multiple pops combined with individual .tgo's added. 

and I have a system with a Q6600 (2.4ghz) & 4gigs of ddr2 ram
WARNING! WIZARDS! DO NOT PREDICT THE BEHAVIOR OF OTTERS UNLESS YOU OBEY BIG HAPPY TOES.

i7 2600k 3.4GHZ|G.skill 16GB 1600MHZ|Asus P8P67 EVO|Evga 770GTX 4GB|SB X-FI|Antec 750W
http://zlain81.deviantart.com/

rcallicotte

The more models, the more memory issues I have, which still doesn't make sense to me.  Why can't the Virtual RAM handle this, when the Physical RAM is full?
So this is Disney World.  Can we live here?

Oshyan

Theoretically it can but A: if you're up to the 2GB per application limit (assuming you are using a 32 bit OS) then virtual memory can't help you and B: Virtual Memory is much slower than physical memory, so you wouldn't really want it to be used anyway. Not to mention that in some situations it may be memory *fragmentation* that is causing problems, if the app is unable to allocate a large enough single block of memory for its needs. This is why restarting an app or your OS can often help with demanding renders.

- Oshyan