fango
01-19-2003, 12:29 PM
hello there,
i m running somewhat into a little problem, i converted my poly cage into subd and when i try to render, it crashes (i think it might be a low memory issue, 512m ram , swap file 1.2gig on separate partition).
i searched and only find Steven stahlberg's thread about random crashes when rendering textured subd's (his not being a memory issue obviously). i wondered how he got it fixed, i think they solved the issue by making a bot file out of his textures, though on my scene file, there is just basic procedural shaders.
now when i keep everything in polys and just hit smooth, everything's fine. the problem is i plan on trucking quite close to the model and it tesselates quite strongly the closer i get (thus the subd solution). that and polysmooth's smoothing algorithm is weaker thant subd's (obviously).
i m thinking converting to subd and then convert back to poly adaptative, though this won t help with close up shots.
i m using maya's default renderer, not mray.
the scene file's rather big... about 140k quad, not including nurbs for the chainmail and hair. that should average to the mill tris. (again, polysmoothing renders fine.)
any suggestions deeply appreciated.
i m running somewhat into a little problem, i converted my poly cage into subd and when i try to render, it crashes (i think it might be a low memory issue, 512m ram , swap file 1.2gig on separate partition).
i searched and only find Steven stahlberg's thread about random crashes when rendering textured subd's (his not being a memory issue obviously). i wondered how he got it fixed, i think they solved the issue by making a bot file out of his textures, though on my scene file, there is just basic procedural shaders.
now when i keep everything in polys and just hit smooth, everything's fine. the problem is i plan on trucking quite close to the model and it tesselates quite strongly the closer i get (thus the subd solution). that and polysmooth's smoothing algorithm is weaker thant subd's (obviously).
i m thinking converting to subd and then convert back to poly adaptative, though this won t help with close up shots.
i m using maya's default renderer, not mray.
the scene file's rather big... about 140k quad, not including nurbs for the chainmail and hair. that should average to the mill tris. (again, polysmoothing renders fine.)
any suggestions deeply appreciated.
