View Full Version : Faild to access frame buffer.
AdrianLazar 07-18-2007, 12:02 PM Hi guys!
Mray problem.
The facts:
- softimage 6.02
- render size 15000x8000 pixels (for print)
- 2Gb ram. dual core.
- medium-heavy scene + finalgathering (few rays)
- when the finalgather calculation it's almost done i get the following message: "Failed to access the frame buffer for display. Mental Ray could possibly be out of memory." The render stops.
- now, I've tried to limit the memory for mental ray, activate the heavy scene optimization... no result. I don't understand why it's not working, the frame buffer in v6 it's written on the hard disk so there should be no memory problem.
Thanks!
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Strang
07-18-2007, 05:05 PM
do you have "on-disk framebuffer" enabled? renderer options>framebuffer tab
AdrianLazar
07-19-2007, 08:06 AM
sure... anyway, i ordered 2 more gb of ram, should be here soon, i hope that will solve the problem, to bad that it's not working how should
ThE_JacO
07-19-2007, 08:15 AM
sure... anyway, i ordered 2 more gb of ram, should be here soon, i hope that will solve the problem, to bad that it's not working how should
I hope you're running a 64bit system and box, otherwise 2 or 4gb, assuming xsi is the only thing you have running, will make absolutely no difference, since 32 bit systems can't allocate more then what you have already to a single process anyway.
Your problem is probably one of lack of contiguous memory, and if it's a still you're probably oversampling considerably or the scene might be a bit crazy.
What size is the print btw? 15x8k is pretty hard-core, and CG work seldom (if ever) needs to be rendered at the full size of res*dpi to meet the requirements of photo/scanned work, half res or even 1/3 res will be fine more times then not.
Last but not least, being this a still, there's a million shortcuts and optimizations you can go for, from rendermapping projections of smaller regions, to multi-subregion rendering and collating.
AdrianLazar
07-19-2007, 08:31 AM
thanks for the reply.
we didn't received yet the final resolution from the agency but they told us that is something around 17000x, the print is for truck trailers.
right now I'm looking for a script or something like that to render in smaller tiles. I know that it was a script doing that but for v5.
I'll try also to optimize the sampling.
ThE_JacO
07-19-2007, 09:40 AM
It doesn't matter what they ask you for.
What they ask for is largely based on scanning and photo work, which anyway simply doesn't have enough detail for that kind of resolution either anyway (phenomenally well treated studio shots on 6x6 only return noise if you run a diff of a scan at 9k vs one at 12k). The need for that kind of resolutions is one of those staples of the print industry that is largely due to ignorance of a number of factors.
for CG generated images you can very easily work at 1/3 res (surface, not length) and then upres in photoshop and do an averaging pass, and you will already completely cream the quality and return of any photoshoot they ever printed on those things.
If you really can't downres, because some idiot boss looks at the images or whatever, at least make sure you help yourself by turning down all forms of sampling, even go negative AA without fear.
Storing a contiguous memory space to dump the image itself can already start presenting problems at those resolutions, let alone finding the space to efficiently store all the other maps required to generate the final raster one.
Think about it, 17000 horizontal discreet points, by 4 colours print, on the side of an 8m long trailer, means that the droplets would already be considerably smaller then 1/4 of a mm each.
That is art expo quality printing on a whole bloody truck. It's the usual case of head2arse connection ever so typical of print :)
Strang
07-19-2007, 05:45 PM
helge wrote a output shader so you can render chunks...
http://www.mindthink.de/
AdrianLazar
07-20-2007, 10:51 AM
thank guys!
at first they asked for a huge rez, something like 50000x :rolleyes: but my boss convinced them about how absurd they were. Anyway, the 4gb ram (64biti system) helped, i rendered 15000 with no problem, now rendering at 25000x and hopefully will be ok with them.
Thanks for the support,
btw Strang i didn't find that script on helge website
thank guys!
at first they asked for a huge rez, something like 50000x :rolleyes: but my boss convinced them about how absurd they were. Anyway, the 4gb ram (64biti system) helped, i rendered 15000 with no problem, now rendering at 25000x and hopefully will be ok with them.
Thanks for the support,
btw Strang i didn't find that script on helge website
It's actually an output shader... I don't know if it works in the newer versions of XSI or not, but it's the first on the page and is called output_saveFile Shader.
AdrianLazar
07-22-2007, 08:35 PM
thanks man, didn't saw that ;)
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