#skin imported mesh
14-Oct-94 14:13:24
Sb: #128732-#skin imported mesh
Fm: Forcade & Associates 72007,2742
To: sanford kennedy 73201,1374
Sanford,
>>I agree that Phar Lap should be fixed or abandoned. Is it really the only
game in town? This limitation on scene size is the one thing that really
upsets me about 3D Studio.
<<
What limitation on scene size do you mean? Large files that will not fit in
RAM _will_ page to disk and yes this is slower than RAM. That is not a
Pharlap problem, that is just the nature of RAM vs disk storage. It is
unfortunate that Pharlap does not have the ability to switch back to RAM-only
addressing after you have forced the system into swap mode addressing. However
this is really not a problem for animation, since the next frame rendered will
switch back to swap mode anyway. It is only a problem when you are
interactively rendering. In that case you should keep two copies of your
texture maps in different directories. One normal res and one _very_ low res
for test renders. Then just change the map paths depending on which type of
rendering you are doing. On most models it is the texture maps that cause the
model to exceed RAM, though it sounds like your models are biased more towards
complex geometry.
Have you tried Optimize?
>>The flic problem seems to come and go but it is less troublesome since I got
20 megs of ram. My 8 meg machine is hopeless.<<
I haven't had that particular problem with FLIC rendering, but 8 MB is not much
RAM for rendering. We use 32MB as a minimum production spec. Strange things
sometimes happen when you are crammed into such a small amount of RAM. Also, I
don't suppose that virtual RAM is as stable as real RAM. I don't know, but I
would guess that rendering FLICs probably takes more RAM than rendering to
individual frames.
Terry Gilbert
Forcade & Associates