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View Full Version : I have found the real cause of my problem, but not the solution. Please help me


Riky
07-01-2003, 10:47 AM
http://vbulletin.newtek.com/showthread.php?threadid=7397

I have discovered that the virtual memory is not my problem.

In the scene that crashes, there is an object that has many layer in his texture (in the color texture).

If I try to render the scene next I have loaded it, Lw crashes. :(

But if next I have loaded the scene, I click on the surface of that object from the surface editor and I wait few seconds (about 15 seconds) to have the small sphere preview, and then i try to render, Lw doesn't crash. :)

So it seems that Lw doesn't crash if before to render, all the surfaces are pre-buffered and displayed from surface editor :confused:

Check here some images for explain better my problem:

a) The object in scene is only one. If I click on surface editor I see this:
http://www.videostudio1.it/SERVIZIO/RIKY/A.jpg

b) After 10-15 seconds the system buffers the images, the small sphere preview appears and I can open the texture editor:
http://www.videostudio1.it/SERVIZIO/RIKY/B.jpg

c) Finally some stats of the scene:
http://www.videostudio1.it/SERVIZIO/RIKY/C.jpg

I can't wait this "buffer time" then I'll do the final render, because I have to render this scene with network rendering (6-8 machines), but if I try do it, the ScreamerNet Module crashes, I think for the same reason :(


Any suggestions? Thank You.

Maxx
07-01-2003, 01:16 PM
Have you tried changing the Refresh Rate to "Manual" in the Surface Editor Options? It may help. Other than that, I'm stumped. :(

Riky
07-02-2003, 04:18 AM
I try to put Manual, but the problem persists :(

Matt
07-02-2003, 02:54 PM
I'm no expert, and I've never had any surfaces with that many layers, but maybe it just becomes that slow with that many layers.

How big are the texture maps? If they're huge try reducing them down a little, might help.

Matt

Riky
07-03-2003, 08:33 AM
Textures are quite big, 3100x3300 (the object is a terrain of an industrial facilities with this "real" dimension: 310 meters x 330 meters), and I would have some detail in the closeups during the animation.

If I merge togheter the texture LW doesn't crashes.
The layers ara a sequence of alpha mask and normal texture, one for each different type of terrain. I merge it togheter doing a rendering (after doing the procedure described above in surface editor) from the exact top of the terrain, and I use the resulting image as a planar texture map.
Doing so, I have lost some texture's details, but now I can do the Network Rendering without crashes.