Re: ICE Instance Memory Leak?

2013-01-01 Thread Ciaran Moloney
No problem!

On Sun, Dec 30, 2012 at 6:33 AM, Antonieo anton...@163.com wrote:

 Hello everyone, thanks to your help, I've made my scene rendered extremely
 smoothly!

 Arnold stand-in rocks! Again, Arnold stand-in rocks! It's so wonderful
 that I've to praise it twice! The .ass sequence definitely kick ass!

 The scene rendering didn't take more than 1G memory over the whole
 process, which used to start from 1G and rise higher and higher until
 running out of 48G before! And the scene loading process is way more
 faster! This makes me had a nice sleep last night :D

 Now I want to share a small tip about Arnold stand-in sequence, however
 you may already know that.
 Once I referenced the .ass file sequence on the stand-in property, it's
 using [frame] token to read the sequence, when the scene play out of the
 sequence range, I'd get an error. To make the stand-in playing cyclically,
 toggle Override Frame option, and set! an expression on the Frame value,
 such as:
 fmod( Fc, 20 ) + 1
 It makes the stand-in running cyclically from 1~20.
 Well, I know it's not magical at all, I just can not stop myself from
 sharing this : )

 Anyway, thank you guys for helping me out, especially Ciaran Moloney.


 At 2012-12-27 23:51:58,Ciaran Moloney moloney.cia...@gmail.com wrote:

 for bonus points, since you're using Arnold...export your animation cycle
 to a .ass file sequence and reference that on a stand-in property. Instance
 the stand-in on your ICE tree and scene memory should be negligible.


 On Thu, Dec 27, 2012 at 2:59 PM, Peter Agg peter@googlemail.comwrote:

 I'd just double what Ciaran's saying. If every single instance has a
 completely different ShapeInstanceTime then that's effectively a different
 instance object for each particle, which will cause big memory issues. If
 clamping to whole frames is too much at least clamp it to a tenth or two
 instead.


 On 27 December 2012 14:00, wavo w...@fiftyeight.com wrote:

 ** Hello ,
 Which Node Do you use?!
 instance shape or the other instance-geometry?
 Their was an known Problem (since 2010) with the geometry-node try If
 possible the instance-shape-node
 Good luck
 Walt
 --
 Diese Nachricht wurde von meinem Android Mobiltelefon mit 11 Mail
 gesendet.



 Antonieo anton...@163.com schrieb:

 There're bunch of particles in my scene being instantiated into fish,
 those fish are polymesh objects deforming by skelectons envelops.
 Everything works perfect until rendering. The XSI render process
 continuing takes up memory, each frame it takes more 10~20 MB, and finally
 my computer runs out of memory. To fix this I've to restart XSI to free the
  occupied memory.
 Is this a memory leak bug?









Re: ICE Instance Memory Leak?

2012-12-29 Thread Antonieo
Hello everyone, thanks to your help, I've made my scene rendered extremely 
smoothly!


Arnold stand-in rocks! Again, Arnold stand-in rocks! It's so wonderful that 
I've to praise it twice! The .ass sequence definitely kick ass!


The scene rendering didn't take more than 1G memory over the whole process, 
which used to start from 1G and rise higher and higher until running out of 48G 
before! And the scene loading process is way more faster! This makes me had a 
nice sleep last night :D


Now I want to share a small tip about Arnold stand-in sequence, however you may 
already know that.
Once I referenced the .ass file sequence on the stand-in property, it's using 
[frame] token to read the sequence, when the scene play out of the sequence 
range, I'd get an error. To make the stand-in playing cyclically, toggle 
Override Frame option, and set an expression on the Frame value, such as:
fmod( Fc, 20 ) + 1
It makes the stand-in running cyclically from 1~20.
Well, I know it's not magical at all, I just can not stop myself from sharing 
this : )

Anyway, thank you guys for helping me out, especially Ciaran Moloney. 



At 2012-12-27 23:51:58,Ciaran Moloney moloney.cia...@gmail.com wrote:
for bonus points, since you're using Arnold...export your animation cycle to a 
.ass file sequence and reference that on a stand-in property. Instance the 
stand-in on your ICE tree and scene memory should be negligible. 
 


On Thu, Dec 27, 2012 at 2:59 PM, Peter Agg peter@googlemail.com wrote:
I'd just double what Ciaran's saying. If every single instance has a completely 
different ShapeInstanceTime then that's effectively a different instance object 
for each particle, which will cause big memory issues. If clamping to whole 
frames is too much at least clamp it to a tenth or two instead.



On 27 December 2012 14:00, wavo w...@fiftyeight.com wrote:
Hello ,
Which Node Do you use?!
instance shape or the other instance-geometry?
Their was an known Problem (since 2010) with the geometry-node try If possible 
the instance-shape-node
Good luck
Walt
--
Diese Nachricht wurde von meinem Android Mobiltelefon mit 11 Mail gesendet.




Antonieo anton...@163.com schrieb:
There're bunch of particles in my scene being instantiated into fish, those 
fish are polymesh objects deforming by skelectons envelops.
Everything works perfect until rendering. The XSI render process continuing 
takes up memory, each frame it takes more 10~20 MB, and finally my computer 
runs out of memory. To fix this I've to restart XSI to free the occupied memory.
Is this a memory leak bug?








Re: ICE Instance Memory Leak?

2012-12-27 Thread Vladimir Jankijevic
yes it is. And I ran into one just yesterday. Please report it to autodesk
with a simple scene so they can track it down.


On Thu, Dec 27, 2012 at 1:13 PM, Antonieo anton...@163.com wrote:

 There're bunch of particles in my scene being instantiated into fish,
 those fish are polymesh objects deforming by skelectons envelops.
 Everything works perfect until rendering. The XSI render process
 continuing takes up memory, each frame it takes more 10~20 MB, and finally
 my computer runs out of memory. To fix this I've to restart XSI to free the
  occupied memory.
 Is this a memory leak bug?





-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: ICE Instance Memory Leak?

2012-12-27 Thread Alok Gandhi
Probably not ! Which renderer are you using. Also what is your system memory. 
MR is known to chock up on memory.

The workaround we found interesting was to write our own procedural shaders for 
Arnold. Arnold really kicks ass at render time memory allocation as well.



Sent from my iPhone

On 2012-12-27, at 5:43 PM, Antonieo  anton...@163.com wrote:

 There're bunch of particles in my scene being instantiated into fish, those 
 fish are polymesh objects deforming by skelectons envelops.
 Everything works perfect until rendering. The XSI render process continuing 
 takes up memory, each frame it takes more 10~20 MB, and finally my computer 
 runs out of memory. To fix this I've to restart XSI to free the occupied 
 memory.
 Is this a memory leak bug?
 
 


Re: ICE Instance Memory Leak?

2012-12-27 Thread Stephen Davidson
a good solution to this is using Kim Aldis's KA_BatchMaker script.
It allows you to render in a controlled number of frames.

find it here:
http://rray.de/xsi/

just search for ka_batchmaker

On Thu, Dec 27, 2012 at 7:13 AM, Antonieo anton...@163.com wrote:

 There're bunch of particles in my scene being instantiated into fish,
 those fish are polymesh objects deforming by skelectons envelops.
 Everything works perfect until rendering. The XSI render process
 continuing takes up memory, each frame it takes more 10~20 MB, and finally
 my computer runs out of memory. To fix this I've to restart XSI to free the
  occupied memory.
 Is this a memory leak bug?





-- 

Best Regards,
*  Stephen P. Davidson**
   **(954) 552-7956
*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


Re: Re: ICE Instance Memory Leak?

2012-12-27 Thread Ciaran Moloney
One way to try to save memory would be to ensure that the instances are
pointing to the deforming polymesh on whole frames only. So, whatever value
you use to drive shapeInstanceTime should be equivalent to a whole frame at
whatever fps you're rendering.

On Thu, Dec 27, 2012 at 1:38 PM, Antonieo anton...@163.com wrote:

 Thanks Stephen, I'll check it out later :)


 At 2012-12-27 21:21:41,Stephen Davidson magic...@bellsouth.net wrote:

 a good solution to this is using Kim Aldis's KA_BatchMaker script.
 It allows you to render in a controlled number of frames.

 find it here:
 http://rray.de/xsi/

 just search for ka_batchmaker

 On Thu, Dec 27, 2012 at 7:13 AM, Antonieo anton...@163.com wrote:

 There're bunch of particles in my scene being instantiated into fish,
 those fish are polymesh objects deforming by skelectons envelops.
 Everything works perfect until rendering. The XSI render process
 continuing takes up memory, each frame it takes more 10~20 MB, and finally
 my computer runs out of memory. To fix this I've to restart XSI to free the
  occupied memory.
 Is this a memory leak bug?





 --

 Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956
 *sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com






Re: ICE Instance Memory Leak?

2012-12-27 Thread Chris Chia
Hi Antonieo,
Is it possible to send me the scene file ( make it available at Dropbox) and 
tell me your repro steps.

I will be able to determine whether it has mem leak...


Chris


On 27 Dec, 2012, at 8:13 PM, Antonieo 
anton...@163.commailto:anton...@163.com wrote:

There're bunch of particles in my scene being instantiated into fish, those 
fish are polymesh objects deforming by skelectons envelops.
Everything works perfect until rendering. The XSI render process continuing 
takes up memory, each frame it takes more 10~20 MB, and finally my computer 
runs out of memory. To fix this I've to restart XSI to free the occupied memory.
Is this a memory leak bug?


attachment: winmail.dat

Re: ICE Instance Memory Leak?

2012-12-27 Thread Peter Agg
I'd just double what Ciaran's saying. If every single instance has a
completely different ShapeInstanceTime then that's effectively a different
instance object for each particle, which will cause big memory issues. If
clamping to whole frames is too much at least clamp it to a tenth or two
instead.

On 27 December 2012 14:00, wavo w...@fiftyeight.com wrote:

 ** Hello ,
 Which Node Do you use?!
 instance shape or the other instance-geometry?
 Their was an known Problem (since 2010) with the geometry-node try If
 possible the instance-shape-node
 Good luck
 Walt
 --
 Diese Nachricht wurde von meinem Android Mobiltelefon mit 11 Mail
 gesendet.



 Antonieo anton...@163.com schrieb:

 There're bunch of particles in my scene being instantiated into fish,
 those fish are polymesh objects deforming by skelectons envelops.
 Everything works perfect until rendering. The XSI render process
 continuing takes up memory, each frame it takes more 10~20 MB, and finally
 my computer runs out of memory. To fix this I've to restart XSI to free the
  occupied memory.
 Is this a memory leak bug?





Re: ICE Instance Memory Leak?

2012-12-27 Thread Ciaran Moloney
for bonus points, since you're using Arnold...export your animation cycle
to a .ass file sequence and reference that on a stand-in property. Instance
the stand-in on your ICE tree and scene memory should be negligible.


On Thu, Dec 27, 2012 at 2:59 PM, Peter Agg peter@googlemail.com wrote:

 I'd just double what Ciaran's saying. If every single instance has a
 completely different ShapeInstanceTime then that's effectively a different
 instance object for each particle, which will cause big memory issues. If
 clamping to whole frames is too much at least clamp it to a tenth or two
 instead.


 On 27 December 2012 14:00, wavo w...@fiftyeight.com wrote:

 ** Hello ,
 Which Node Do you use?!
 instance shape or the other instance-geometry?
 Their was an known Problem (since 2010) with the geometry-node try If
 possible the instance-shape-node
 Good luck
 Walt
 --
 Diese Nachricht wurde von meinem Android Mobiltelefon mit 11 Mail
 gesendet.



 Antonieo anton...@163.com schrieb:

 There're bunch of particles in my scene being instantiated into fish,
 those fish are polymesh objects deforming by skelectons envelops.
 Everything works perfect until rendering. The XSI render process
 continuing takes up memory, each frame it takes more 10~20 MB, and finally
 my computer runs out of memory. To fix this I've to restart XSI to free the
  occupied memory.
 Is this a memory leak bug?