PDA

View Full Version : Multiple displacement map mental ray out of memory


nester999
09-04-2008, 11:33 PM
Hey everyone,
I'm rendering a creature of mine on a:

Intel(R) Core(TM)2 CPU
6300 @ 1.86 GHz
1.86 GHz, 2.00 GB of RAM

machine with all the relevant settings I know of as:

Subdiv Approx1
Approx Method: Spatial
Min subdiv: 2
Max subdiv: 4
Length: .1
view dependent OFF

DisplaceApprox1
Approx Method: Spatial
Approx Style: Fine
Min subdiv: 2
Max subdiv: 4
Length: .01
view dependent OFF

In RENDER GLOBALS > MENTAL RAY

Primary Renderer: Raytracing
Acceleration Method: Large BSP
Bsp Size: 100
Bsp Depth: 40

Render Current Frame:
Memory Limit 1405 (calculated)

and still I'm getting the fatal error Mental Ray Out of Memory.

I'm kind of at a loss now. Any help would be greatly appreciated.

cheers,
Edan

nester999
09-05-2008, 01:30 AM
aaaand, I'm using all .map files. thanks in advance!

E

gmask
09-05-2008, 01:34 AM
what are the dimensions of these map files.. how many.. 2GB is not alot of ram

nester999
09-06-2008, 11:30 PM
They're 2048x2048. Is RAM the problem here? Do I need to juice up my computer more?

nester999
09-06-2008, 11:30 PM
I did have 5 of them on the character, but I went back into zbrush and exported only 1 2k texture with the same fatal error.

Mydrako
09-08-2008, 07:32 PM
Maybe it is because you are using both the subdiv approx and displace approx. Correct me if I am wrong but the two approximation is accumulated so you are potentially subdividing the mesh from the minimum of 4 to 8, which is probably using up too much memory. And 2gb is not alot of memory. :P

Maybe when you render u can enable progress info in the message setting and see when MR run out of memory.

chronic
09-08-2008, 10:19 PM
you do need both the subdiv and displace approx nodes.

i would say you should check how many polygons are being created but you cant if it errors out.

why are you using large BSP ? and why do you have your size and depth set so high, im betting this is where it is running into a problem. my understanding is that large BSP is intended for extreamly heavy raytracing scenes, it may also have some initial memory requirements that are beyond your system

finaly you can override the mental ray memory settings to 0 and see if it renders, it may take a really long time, but if you can at least get a render you can see tesselation numbers and actual BSP size and depth

Mydrako
09-09-2008, 12:19 AM
you do need both the subdiv and displace approx nodes.

I am always quite confused when to use the displacement nodes. Maybe you can explain when to use it and is what I am saying correct? Is the subdividing accumulated from both nodes?

nester999
09-10-2008, 02:11 AM
Thanks Chronic! I will do a test with what you said tonight. Also, I tried rendering it on my dell xps laptop which I would like to be able to soup up to handle certain renders. I've been told it can only go as high as 2gb and has 1.5gb right now, but is it possible to put a faster pentium chip as well to boost speed? I keep hearing about a quad core. Can that plug and play into a laptop? Basically does anyone know the most price savvy way to beef up my laptop for maya? Will post specs of the chip I have in a bit

nester999
09-10-2008, 02:22 AM
changed:

render > render current frame []
memory: 0

render globals > raytracing> acceleration
regular BSP
BSP size: 20
BSP depth: 40

same error.

slipknot66
09-10-2008, 07:32 AM
If you are using Maya 2008, sp1, try using the BSP2. It should resolve your problem.
Just noticed you already tried with Large BSP.Try checking viewdependent on.

CGTalk Moderation
09-10-2008, 07:32 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.