View Full Version : large bitmaps, and i/o error, memory use etc
sirius 09-24-2002, 11:59 AM Hi,
i got some problems loading large bitmaps (16000x8000px)
1. this bitmap doesnt want to load. it gives a file i/o error. the bitmap opens without probs in potatoshop. i got already several 10000x5000 bitmaps in other slots of the material.
2. i observe that max5 consumes a lot of resources on win2k sp3, but maxes out long before my maximum page file size is reached. max 5 dies on my machine at about 1.4gb page/mem, while i have about 4gb allocated.
3. i enabled the bitmap pager, but no difference.
i tried to make a workaround by dividing the bitmap into slices, but it doesnt workout, i keep seeing the seams on my globe.
Any workaround would be welcome, i am missing a utility which can seamlessly map sliced bitmaps and loads only the maps in view at render time
machine: athlon 800, 768 mb ram, several sscsi hd with separate page file and sys disk. win2k sp3 with all updates.
sirius
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have you tried using a multi sub material, and mapping slices of your map to different polys?
i dont think max will handle a 16k map, it tends to prolapse when any type of large bitmap is involved ie shadow maps, renders, or textures....
max is a bit of a :airguitar when high memory requirements...
(and thats not ment to be an airguitarist)
Trambott
09-24-2002, 01:42 PM
Hi I don't know the answer to your problems, but i am damn curious why you are using such large maps
RealThing
09-24-2002, 02:00 PM
The problem is that max by default must load all bitmaps into a continuous block of memory. This becomes an issue when you're dealing with larger bitmaps especially after your memory becomes more fragmented from constant use. Of course continuous memory storage of bitmaps is ideal as it's fast. Luckily you can change the way max deals with bitmaps by turning the bitmap pager on. This essentially does 2 things. Breaks up all bitmaps into smaller buckets. Only loads the buckets when they are needed. So it will force max to work with much larger images and at the same time lower the ram usage. Of course there's a small speed hit for doing so. But if you were running into swap previously it's likely to be faster. Hope this helps.
In sirius' defence, he did post...
Originally posted by sirius
3. i enabled the bitmap pager, but no difference.
But I would like to know... where is the bitmap pager hiding? I've never come across it!
gundog
09-26-2002, 02:20 AM
customize/preferences/rendering
sirius
09-26-2002, 09:08 AM
thanks a lot folks.
it seems that max is nor really up to large bitmap textures. Realthing explained more or less why.
But several very large bitmaps seem just not to be accepted by max, even when the bitmap pager is enabled. Anyhow, what would be good settings for the pager if you have 1 gb ram in a machine? Documentation isnt too extense on this. I suppose i should buy new machines with a minimum of 3gb ram? :rolleyes:
Also i cant get the tiling when using several matl id's to be seamless. i keep seein the borders somehow.
I solved my prob by slicing the texture at different resolutions and progressively using a higher res slice for the texture part in view, determining the changing distance by looking in pshop at the texture with 100% magnification. :buttrock:
Handling of textures in max would be much better if the bitmaps in the mat editor would load by default as smaller previews.
And the definitive bitmap should only be loaded at rendertime, and only the one and part in view. It will be on my wishlist for max 6: better bitmap handling with automatic slices and preview images in the viewports and mat-editor. :shame:
I heard that the renderman renderer can handle this kind of problem much easier. is that right ? :lightbulb
sirius
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