Re: ICE Instance Memory Leak?
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?
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?
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?
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?
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?
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?
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?
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?
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?