Planetside Software Forums

General => Terragen Discussion => Topic started by: pagan on October 03, 2008, 11:12:35 AM

Title: rendering errors
Post by: pagan on October 03, 2008, 11:12:35 AM
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...
Title: Re: rendering errors
Post by: rcallicotte on October 03, 2008, 11:32:00 AM
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.
Title: Re: rendering errors
Post by: pagan on October 03, 2008, 12:26:26 PM
just found it I think

http://forums.planetside.co.uk/index.php?topic=4449.msg46683;topicseen#msg46683

I have subdivided my objects and now it works

Thanks
Title: Re: rendering errors
Post by: pagan on October 03, 2008, 03:15:30 PM
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
Title: Re: rendering errors
Post by: rcallicotte on October 03, 2008, 03:44:21 PM
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.
Title: Re: rendering errors
Post by: pagan on October 03, 2008, 03:51:32 PM
what is the 16 texture limit?
Title: Re: rendering errors
Post by: Oshyan on October 03, 2008, 11:02:36 PM
TG2 currently supports a maximum of 16 unique textures per object.

- Oshyan
Title: Re: rendering errors
Post by: Zairyn Arsyn on October 04, 2008, 10:30:16 PM
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
Title: Re: rendering errors
Post by: rcallicotte on October 05, 2008, 01:50:44 PM
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?
Title: Re: rendering errors
Post by: Oshyan on October 06, 2008, 12:09:18 AM
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