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View Full Version : Rendering : Particle / Memory issue


TOMMY 3D FREAK
05-02-2003, 09:16 AM
Hi folks,

I was wondering if anyone else has had the following problem...

I'm rendering a scene with a massive amount of particles (around 5000 p/f). The first couple of frames get rendered normally, but after a while I get the error message can't build: (the name of my particle system), and after that: out of memory. Is there a limitation to the amount of particles that you can use with max? Is there any way to overcome this problem? Maybee change the amount of virtual memory? Or reduce the particle birthrate?

B.T.W> I have a XP2400+ with 512 mb of pc2700 ram, and a 64 mb GF4.

Thanks a lot!

AndersEgleus
05-04-2003, 11:29 PM
Yes, there's a limit: your RAM. I don't know if increasing your virtual memory would help, but if max starts using virtual memory, you can take a vacation and hope yourrendering is done when you come back. So you either have to buy more ram, reduce the number of particles, or (best alternative) render in passes and composite.

If you describe what you want to do, I'm sure there's a way around it.

BrandonD
05-05-2003, 01:08 AM
Not only that, but there is a limit to the total number of polygons per system, so you might reduce the rate and make copies.

TOMMY 3D FREAK
05-05-2003, 08:42 AM
Do you think some additional 1024 of ram would help?

thnx

amckay
05-06-2003, 12:30 AM
You're more than likely going to get 'a little' further adding more ram although in the end you're just exceeding a barrier of what parray/superspray ect. really can handle.

What Brandon said is the way to go, just duplicate the particle system, bring the birth rate down to 200 pf each and change the seeds.
I've gotten way more than 1000 frames in my birth rate and had it render fine, (good example, http://www.3dluvr.com/machette/gallery/suzuki/suzukiallen0759.jpg)
although in the end I've avoided using geometry and gone other rendering methods to avoid crashes. Although I've ran into problems where I can view a certain amount of particles on screen, but they won't render. In the end you're best off rendering your systems seperately and comping them togeather.

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