out of memory
+7
pixelburn
3DZONE
egypt
AUSTRIA
ARCHITHEKTHURA
tutik
mammoo_03
11 posters
out of memory
sir/mam i have this problem, how can i resolve this issue?. im using 3dmax2009 32bit, my machine is hpxw8600 workstation intel(R) Xeon (R) x5450 @ 3.00GHz with 6gig ram and nvdia quadro fx1700 (windows vista business 32bit).
Re: out of memory
Sir mark,try nyo pong mag proxy tulad po nung armchairs and yung mga foliage.Memory eater po talga yang mga yan..Kahit magtira lng po kayo ng tig iisa na hindi na proxy para kung kailangan nyo pong mag edit ng model mas madali na po.
edit:
Pansin ko po kse nsa 2.7 million polys na po kayo and sa liit nung scene masyado pong mabigat yan.Im sure you can reduce polycounts down to 500K..
Edit ulit:
Sir mark kahit 32 bit im sure kayang i handle yan basta na proxy mo lng ng maayos. I did like 20million polys before and reduced the size to 1.6million using proxy and box preview and it renders fine sa 32 bit xp with 4 gig ram,256 quadro fx vg and xeon 3.2ghz..
last edit:
but using 64 bit windows and applications will definitely and surely handle more polys and save a bit of rendering time..
edit:
Pansin ko po kse nsa 2.7 million polys na po kayo and sa liit nung scene masyado pong mabigat yan.Im sure you can reduce polycounts down to 500K..
Edit ulit:
Sir mark kahit 32 bit im sure kayang i handle yan basta na proxy mo lng ng maayos. I did like 20million polys before and reduced the size to 1.6million using proxy and box preview and it renders fine sa 32 bit xp with 4 gig ram,256 quadro fx vg and xeon 3.2ghz..
last edit:
but using 64 bit windows and applications will definitely and surely handle more polys and save a bit of rendering time..
Last edited by ARCHITHEKTHURA on Mon Dec 07, 2009 5:21 am; edited 3 times in total
ARCHITHEKTHURA- The Groom
- Number of posts : 1122
Age : 64
Location : Dubai,United Arab Emirates
Registration date : 05/05/2009
Re: out of memory
Mac di ako kasing galing nila pero try ko pa rin help ka kc love kita eh...hahahha
Madalas din ako nagkaka ganito pero share ko lang sayo kung papaano ko na solve.
Hanggat maari yung di mo na kailangan sa scene like abubots tanggalin mo na and if yu feel
na mahirap ng gumalaw ang screen mo expect mo na Out memory yan. Sa experience ko
kahit naman maliit lang resolution mo basta naniniwala ka sa setting mo maganda pa rin yan
kaya kahit mababang resolution lang ayos na yan. Tapos nandiyan naman si Mr. Proxy
makakatulong na gumaan file mo. Baka din mataas resolution ng mga Maps mo baan mo lang.
MInsan nakakatagal din ang displacement kahit bump lang ayos na yan...Hahaha hope
nakatulong sayo to pinagsasabi ko hahaha.... yaan mo madami pa diyan magagaling na
mas makakatulong sayo..... Ingat ka diyan hah Merry christmas sa inyo ni misis.
Madalas din ako nagkaka ganito pero share ko lang sayo kung papaano ko na solve.
Hanggat maari yung di mo na kailangan sa scene like abubots tanggalin mo na and if yu feel
na mahirap ng gumalaw ang screen mo expect mo na Out memory yan. Sa experience ko
kahit naman maliit lang resolution mo basta naniniwala ka sa setting mo maganda pa rin yan
kaya kahit mababang resolution lang ayos na yan. Tapos nandiyan naman si Mr. Proxy
makakatulong na gumaan file mo. Baka din mataas resolution ng mga Maps mo baan mo lang.
MInsan nakakatagal din ang displacement kahit bump lang ayos na yan...Hahaha hope
nakatulong sayo to pinagsasabi ko hahaha.... yaan mo madami pa diyan magagaling na
mas makakatulong sayo..... Ingat ka diyan hah Merry christmas sa inyo ni misis.
AUSTRIA- CGP Le Corbusier
- Number of posts : 2422
Age : 45
Location : Abu Dhabi UAE
Registration date : 19/09/2008
Re: out of memory
use 64 bit.. ung 32 bit mo medyo limited kahit na 4 gig naka lagay na memory mo medyo d nya parin kakayanin lalo na ung 2m polygons. kung naka 64 ka pwede maging automatic mag adjust ung vertual memory mo. same problem rin sakin dati kaya nag 64 bit ako... be sure lang na 64 bit ready ung pc mo.
egypt- CGP Newbie
- Number of posts : 134
Age : 39
Location : sa bundok na may maraming pinetree
Registration date : 04/10/2009
Re: out of memory
pwede rin pong select all mo ung whole scene tapos right click then vraymeshexport. the ok.. this will reduce your polygons
egypt- CGP Newbie
- Number of posts : 134
Age : 39
Location : sa bundok na may maraming pinetree
Registration date : 04/10/2009
Re: out of memory
try mo rin ito, i-group mo yung mga foliage mo and save selected and then delete foliage group.... use exref scene and add the foliage group...
or make sure na maliit lang yung maps mo....avoid bump na rin kung hindi rin lang close sa camera scene mo...gudlak
or make sure na maliit lang yung maps mo....avoid bump na rin kung hindi rin lang close sa camera scene mo...gudlak
3DZONE- Cube Spinner
- Number of posts : 3834
Age : 49
Location : Abu Dhabi U.A.E.
Registration date : 20/12/2008
Re: out of memory
maraming salamat mga masters, noted po lahat, naapreciate ko lahat nang solutions nyo, merry christmas po!!! buti nalang may cgpinoy. hayyyy, thank you po lord!!!blessing po ang org na ito!!!
Re: out of memory
nde din po ako expert, pero i think proxy will do the trick. anyway nde naman ganun kalaki ung scene mo.. and halaman lang ung nakikita ko na maraming mga polys. baka meron kang nde nakikita na mga object na possible ay maliliit. try mo maglinis ng scene...
and baka marami kang running softwares sa background. try to observe muna ung physical memory mo sa task manager pag open mo ng scene mo sa max...
anyway un lang po akin dun, nde din po ako expert.. wait na lang din po sa ibang expert na possible ay makatulong.. merry christmas
and baka marami kang running softwares sa background. try to observe muna ung physical memory mo sa task manager pag open mo ng scene mo sa max...
anyway un lang po akin dun, nde din po ako expert.. wait na lang din po sa ibang expert na possible ay makatulong.. merry christmas
pixelburn- CGP Guru
- Number of posts : 1436
Age : 40
Location : Dubai, SAN PEDRO, LAGUNA, Brunei Darrusalam
Registration date : 09/04/2009
Re: out of memory
it may or may not help, pero check mo rin.
1. optimize some of your polys if necessary. (models)
2. adjust your use bitmap pager (bitmaps and jpegs)
3. check mo rin iyong virtual memory mo
1. optimize some of your polys if necessary. (models)
2. adjust your use bitmap pager (bitmaps and jpegs)
3. check mo rin iyong virtual memory mo
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: out of memory
whooow vert's and poly 2 to 1 million????nang yari na sakin yan..use proxy sabi nila yun lang
Re: out of memory
bro try to read this sana makatulong.hihihi.
nakita ko lng sa net...
Here are a few tips to help you render a really large scene, or to render a really large bitmap of your scene in 3dstudio max. It's quite common to work on a scene for quite some time, doing 640x480 test renders, and then reaching a point where you want to render the scene at 2048 pixels or higher. You hit render, and bam, you get the out of memory error, and max crashes. Here's a few things to try.
1) Reboot: Before doing a new render, reboot your system, to purge all those extra processes that accumulate in ram as you use your computer.
2) Close all other applications: Seems obvious, but it's surprising how much RAM other small applications can take up. For example, iTunes seems to gobble up about 0.1 of a Gig of RAM, even though common sense seems to suggest it wouldn't take up too much memory.
3) Turn off the vfb: The "Virtual Frame Buffer" (vfb) which is now called the "Rendered Frame Window" takes up a lot of memory. So for the privilege of seeing a preview of your render, you're giving up potentially 200 to 300 meg of RAM, especially if you're rendering a 2k or 3k image. Go to the renderer options and uncheck the Rendered Frame Window Checkbox. If using a 3rd party renderer like Brazil, make sure you turn off it's frame buffer as well. Then set the renderer to save the result as a file in the Render Output section. This will save you tons of RAM.
4) Do a netrender: Even for still frames, even if you only have one computer, using backburner or a different netrenderer can save tons of RAM, because it doesn't need to fully load max to render your scene. So I usually set up my home computer as both the manager and the server, I go into max, I set off a netrender, making sure I have the "Initially Suspended" checkbox checked, then close max, then go into the Monitor and initialize the job (if you forget to submit the job uninitialized, your computer will try and load 2 copies of the scene, one in the netrender, and the copy of the scene that's already open in max, and that's a very bad thing). Check the manual for more info on using backburner, or whatever network renderer you choose.
5) Command Line Rendering: You can also use command line rendering to render your file. Just look up Command Line Rendering in the help file.
6) Upgrade to 64bit max: Starting with max9, max now comes in two flavors, 32bit and 64bit. To use the 64bit version of max, you'll need a 64bit compliant computer and a 64bit OS like winXP64 or Windows Vista 64. This version of max can use way more ram than a conventional 32bit system. So you can add 4 Gigs, 8 Gigs, pretty much however much RAM you need for your scene, rather than the standard 2 Gigs that 32bit systems generally max out at. One note, many plugins compiled for 32bit max have not been compiled for 64bit max yet, although this will change as time progresses, so before making the switch, make sure all the plugins you need have 64bit versions as well.
7) Turn off bitmaps displayed in the viewport: This doesn't reduce memory for a netrender, but if you want to do an interactive render inside max, it's quite possible that a bunch of your memory is being eaten up displaying maps in your scene in the viewport (I was surprised the other day when I found out about half a GIG of RAM was being used up displaying a bunch of large maps in the viewport). Just go to the Views Menu and click on the "Deactivate All Maps" option. Note: In max 2008, this feature has been changed, now go to Views, Show Materials In Viewports As, Standard Display.
8) Turn On Conserve Memory: If rendering in Scanline renderer, go to the Render dialog, Renderer, Memory Management, and check "Conserve Memory" The help file is kinda vague about this feature, but it claims "When on, rendering uses less memory at a slight cost of memory time. Memory saved is in the range of 15 to 25 percent. The time cost is about four percent."
9) Bitmap Pager: Go to Customize, Preferences, Rendering, Bitmap Pager, turn it on, and play with the settings. It can drastically reduce the amount of memory necessary for scenes with large bitmaps, or for rendering very large images. The settings can sometimes seem like black magic (and I think they are), but here's some basic information I've found after doing a bunch of tests and speaking to some knowledgeable people. Lets say you have a scene with 100 bitmaps in it. The bitmaps all vary in resolution and disk size, say between 100k and 11,000k on your disk. Now lets say your goal is to use the least amount of memory possible (although note that the less memory you use, the slower the render will go).
* Making the Page Size large means fewer page files, since all the paging goes to a few large files instead of a bunch of small files. Changing this value doesn't seem to affect memory much, personally I'd set this to a largish value, so that large bitmaps don't get broken into too many small pages.
* The smaller the Bitmap Size Threshold, the more files that are paged. This is because more files are larger than this threshold, so they get put into the pagefile. So for less memory usage, make this a small value.
* Making the Memory Pool smaller means the less stuff in memory and the more stuff that goes to disk. So make this a small value to conserve memory.
Also of note, it seems that changing your settings requires a restart. So if you change your settings, you then need to save your file, and restart max to have those settings take effect.
10) Smaller Buckets: If using a bucket based renderer such as Brazil or Mentalray, try reducing the bucket size. A smaller bucket size will mean less stuff needs to be in memory to render that bucket. This should render slightly slower, but can reduce the memory requirements, especially if you're using high sample rates.
11) Strips Setup Dialog: This feature lets you render your image in chunks, and is useful for rendering very large bitmaps. First, do a netrender, and when the Network Job Assignment dialog comes up, check Options -> Split Scan Lines, then click Define to set it up. Do a search for "Strips Setup Dialog" in the help file for more information on how this feature works.
12) Reduce Poly Count: Now might also be a good time to ask yourself if you've optimized your polycount. I know you had tons of fun modeling every tiny detail on that car, but do you ever actually see that bolt you modeled in the shot? Do you really need a 30 sided cylinder for that object in the far distance that's 2 pixels tall? Take a moment to go through your scene and see if you can be a bit more economical, you'd be surprised what you may find.
13) Reduce Bitmap Size: In the same spirit as #12, do you really need a 4k map for an object that's 10 pixels tall on the screen? Always keep your original highres map backed up, you never know when you may need it, but instead of reading in the full 4k map in max, try making a 1k of 512 pixel version of the same map, see if you notice a difference. You'll certainly notice a difference in memory usage.
14) Remove Unneeded Mapping Coordinates: UVs take up RAM, so if you have a 10,000 poly object with 3 or 4 UV sets (i.e., you've applied a number of UVWMapping or UVWUnwrap modifiers set to a number of map channels), but the material assigned to the object doesn't require UVs, you're wasting a lot of memory. Use the Remove UVs Utility to kill those unused mapping coordinates and save memory.
Hopefully some of these tips will help you render those hard to render scenes.
nakita ko lng sa net...
Here are a few tips to help you render a really large scene, or to render a really large bitmap of your scene in 3dstudio max. It's quite common to work on a scene for quite some time, doing 640x480 test renders, and then reaching a point where you want to render the scene at 2048 pixels or higher. You hit render, and bam, you get the out of memory error, and max crashes. Here's a few things to try.
1) Reboot: Before doing a new render, reboot your system, to purge all those extra processes that accumulate in ram as you use your computer.
2) Close all other applications: Seems obvious, but it's surprising how much RAM other small applications can take up. For example, iTunes seems to gobble up about 0.1 of a Gig of RAM, even though common sense seems to suggest it wouldn't take up too much memory.
3) Turn off the vfb: The "Virtual Frame Buffer" (vfb) which is now called the "Rendered Frame Window" takes up a lot of memory. So for the privilege of seeing a preview of your render, you're giving up potentially 200 to 300 meg of RAM, especially if you're rendering a 2k or 3k image. Go to the renderer options and uncheck the Rendered Frame Window Checkbox. If using a 3rd party renderer like Brazil, make sure you turn off it's frame buffer as well. Then set the renderer to save the result as a file in the Render Output section. This will save you tons of RAM.
4) Do a netrender: Even for still frames, even if you only have one computer, using backburner or a different netrenderer can save tons of RAM, because it doesn't need to fully load max to render your scene. So I usually set up my home computer as both the manager and the server, I go into max, I set off a netrender, making sure I have the "Initially Suspended" checkbox checked, then close max, then go into the Monitor and initialize the job (if you forget to submit the job uninitialized, your computer will try and load 2 copies of the scene, one in the netrender, and the copy of the scene that's already open in max, and that's a very bad thing). Check the manual for more info on using backburner, or whatever network renderer you choose.
5) Command Line Rendering: You can also use command line rendering to render your file. Just look up Command Line Rendering in the help file.
6) Upgrade to 64bit max: Starting with max9, max now comes in two flavors, 32bit and 64bit. To use the 64bit version of max, you'll need a 64bit compliant computer and a 64bit OS like winXP64 or Windows Vista 64. This version of max can use way more ram than a conventional 32bit system. So you can add 4 Gigs, 8 Gigs, pretty much however much RAM you need for your scene, rather than the standard 2 Gigs that 32bit systems generally max out at. One note, many plugins compiled for 32bit max have not been compiled for 64bit max yet, although this will change as time progresses, so before making the switch, make sure all the plugins you need have 64bit versions as well.
7) Turn off bitmaps displayed in the viewport: This doesn't reduce memory for a netrender, but if you want to do an interactive render inside max, it's quite possible that a bunch of your memory is being eaten up displaying maps in your scene in the viewport (I was surprised the other day when I found out about half a GIG of RAM was being used up displaying a bunch of large maps in the viewport). Just go to the Views Menu and click on the "Deactivate All Maps" option. Note: In max 2008, this feature has been changed, now go to Views, Show Materials In Viewports As, Standard Display.
8) Turn On Conserve Memory: If rendering in Scanline renderer, go to the Render dialog, Renderer, Memory Management, and check "Conserve Memory" The help file is kinda vague about this feature, but it claims "When on, rendering uses less memory at a slight cost of memory time. Memory saved is in the range of 15 to 25 percent. The time cost is about four percent."
9) Bitmap Pager: Go to Customize, Preferences, Rendering, Bitmap Pager, turn it on, and play with the settings. It can drastically reduce the amount of memory necessary for scenes with large bitmaps, or for rendering very large images. The settings can sometimes seem like black magic (and I think they are), but here's some basic information I've found after doing a bunch of tests and speaking to some knowledgeable people. Lets say you have a scene with 100 bitmaps in it. The bitmaps all vary in resolution and disk size, say between 100k and 11,000k on your disk. Now lets say your goal is to use the least amount of memory possible (although note that the less memory you use, the slower the render will go).
* Making the Page Size large means fewer page files, since all the paging goes to a few large files instead of a bunch of small files. Changing this value doesn't seem to affect memory much, personally I'd set this to a largish value, so that large bitmaps don't get broken into too many small pages.
* The smaller the Bitmap Size Threshold, the more files that are paged. This is because more files are larger than this threshold, so they get put into the pagefile. So for less memory usage, make this a small value.
* Making the Memory Pool smaller means the less stuff in memory and the more stuff that goes to disk. So make this a small value to conserve memory.
Also of note, it seems that changing your settings requires a restart. So if you change your settings, you then need to save your file, and restart max to have those settings take effect.
10) Smaller Buckets: If using a bucket based renderer such as Brazil or Mentalray, try reducing the bucket size. A smaller bucket size will mean less stuff needs to be in memory to render that bucket. This should render slightly slower, but can reduce the memory requirements, especially if you're using high sample rates.
11) Strips Setup Dialog: This feature lets you render your image in chunks, and is useful for rendering very large bitmaps. First, do a netrender, and when the Network Job Assignment dialog comes up, check Options -> Split Scan Lines, then click Define to set it up. Do a search for "Strips Setup Dialog" in the help file for more information on how this feature works.
12) Reduce Poly Count: Now might also be a good time to ask yourself if you've optimized your polycount. I know you had tons of fun modeling every tiny detail on that car, but do you ever actually see that bolt you modeled in the shot? Do you really need a 30 sided cylinder for that object in the far distance that's 2 pixels tall? Take a moment to go through your scene and see if you can be a bit more economical, you'd be surprised what you may find.
13) Reduce Bitmap Size: In the same spirit as #12, do you really need a 4k map for an object that's 10 pixels tall on the screen? Always keep your original highres map backed up, you never know when you may need it, but instead of reading in the full 4k map in max, try making a 1k of 512 pixel version of the same map, see if you notice a difference. You'll certainly notice a difference in memory usage.
14) Remove Unneeded Mapping Coordinates: UVs take up RAM, so if you have a 10,000 poly object with 3 or 4 UV sets (i.e., you've applied a number of UVWMapping or UVWUnwrap modifiers set to a number of map channels), but the material assigned to the object doesn't require UVs, you're wasting a lot of memory. Use the Remove UVs Utility to kill those unused mapping coordinates and save memory.
Hopefully some of these tips will help you render those hard to render scenes.
theomatheus- CGP Guru
- Number of posts : 1387
Age : 41
Location : planet obsidian panopticon
Registration date : 06/07/2009
Re: out of memory
sir pagkatapos mong mag polygon proxy mag bitmap proxy rin, kasi ganyan
din yung pc ko nuong nag 32 bit pa ako tapos 4 gig pa ram ko, para safe kana
kahit high res pa! hope it helps!
din yung pc ko nuong nag 32 bit pa ako tapos 4 gig pa ram ko, para safe kana
kahit high res pa! hope it helps!
alwin- CGP Expert
- Number of posts : 2176
Age : 51
Location : basurero sa cebu
Registration date : 22/01/2009
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