CompuServe Thread

#Mem Use Prob?

13 messages in this thread
#87922From: M. G. BATCHELORMar 2, 1994 11:27 AM
>> Ah ha… It certainly _could_ be that an improperly-programmed IPAS routine would allocate all available memory. [Gary Y.] >> I've used both of those IPAS' (flock, digim. bubbles) frequently, and have never run into swapping other than predicteably "swappy" stuff (lots of BIIIIG texture maps). [John T.] Okay – Gary, John, et all: Let me try something before hitting Jonas with this one. You know I'm relatively new with 3DS – but – I've used *many* app's for a long time. There are some unknowns to me regarding the elements of this anim. though, such as the flock.axp allowing mapped, user-defined particles and how that affects memory use – or the bubble.axp for that matter, *_once the procedurally/user-defined objects are generated_*. Or *exactly* how instances of procedural routines are handled (if any difference at all).Therefore, let me break down the elements as they relate to this puzzling situation – you tell me if it sounds unusually "steep" to you: BREAKDOWN OF PROGRAM PARAMETERS FOR FISH.ZIP ============================================ After Program Boot: Avail. Mem. = 31,500 Mem. Used = 2,880 After Loading .3DS: Mem. Used = 3,832 After 256×150 Render w/ ALL .axps OFF (no a/a,shad.,m/b): Mem. Used = 8,404 After Above w/ Bubble.axp ON: Mem. Used = 8,452 After Above w/ Flock.axp *Master Object* ON: Mem. Used = 18,088 After Above w/ 2 Additional Flock Instances: Mem. Used = 31,484 Swap Used = 408 After Above at 756x486x24 w/ A/A ON: Mem. Used = 31,484 (????) Swap Used = >12MB PERTINENT ANIM. INFO ==================== 7 Objects – 11,243 Vertices – 21,900 Faces – 3 Lights – BG Grad. – Fog – Gamma No Fields – Dither T/C & 256 – Pixel Size 1.5 – Med. Flic Pall. – Targa No Alph IN 3DS.SET: Render-Band-Height = 80 A substantial amount of the face count is in the copy of the dolphin used in a 2 object morph cycle. (which of course only 1 appears in render) 1- Bubble_I w/ 550 bubbles (<100/frame) – 8 face Particle. 1- Flock3d v.1.0a w/ 150 Particles (<100/frame) – 408 face Particle. 2- *Instances* of above. (still <100/frame). 1- .CEL bitmap at 55.5k —- 1- .BMP bitmap (proj. light) at 163.6k. MATERIALS INFO ============== #1) Using Dents_I.sxp, 8 iterations, mapped to 8192 face reef object. #2) Just Color #3) 2-sided w/Transp. using CCUBE_I.sxp & NOISE_I.sxp mapped to FLOCK particles #4) Just Color #5) 2-sided w/Transp. using WATER_I.sxp as TEXT.,OPAC.,& BUMP – 3D Dist.. Planar-mapped 1×1 to 200 face 2-D grid object. #6) 2-sided w/Transp. using Noise_I.sxp for TEXT., and the .CEL bitmap for OPAC. & SPECULAR – mapped to BUBBLE particles. I believe that about covers it. I don't know guys, what do you think ? BILL
#87960From: Gus GrubbaMar 2, 1994 1:05 PM
Your flock.axp dude is definitely eating up a humongous chunk of memory. This isn't, however, a "IPASFIX" type problem. Were that the problem, it would have eaten "all" memory right in the first instance. The flock procedure is probably allocating some major buffers for doing something. Who wrote that thing any way? Isn't he around here?
#87976From: M. G. BATCHELORMar 2, 1994 1:27 PM
Thanks for the info Gus….sure seemed odd to me. This is a routine from BLACKBOX a/k/a NW TECH SYSTEMS a/k/a Dr. Pixel (?). They also did the Vortex & DFilter routines and posted demo's here. Thanks for your time in responding. I'm uploading the document again, as it seems to have gotten scrambled (although you obviously could read some of it). Regards, Bill
#87978From: Jonas Ruikis [ADESK]Mar 2, 1994 1:29 PM
Gus, << who wrote that thing..>> Jim Galasyn & Don Hanson….and Don's around all of the time. jonas[adesk]
#87994From: Gus GrubbaMar 2, 1994 1:56 PM
That's what I thought. Isn't he following this thread? Ask him to check his mallocs and also to check if he's got some "abnormal" stack allocation at link time.
#88020From: Don HansonMar 2, 1994 3:14 PM
M.G., Been doing the hardcore programming thing for the past couple of days. I'm checking over your messages now and will post you again tonight. Don
#88045From: M. G. BATCHELORMar 2, 1994 4:02 PM
Thanks, Don. I'm very curious.
#88227From: Don HansonMar 3, 1994 3:48 AM
M.G. I'm using DOS CIM, so I can't get a message via a #, and my set message date won't go back far enough, so… I'm not sure what the question here is. 🙂 Are you able to assign an SXP as a material to a flock'd object? Early tests showed us that only one IPAS program could run on an object. If you could once again repeat your questions for me… About the memory usage: Since AXP objects only exist at the time of rendering, the actual face count never appears. The real face count for Flock3D is the number of source object faces * the number of "birds", (w/ a 3DStudio limit of 65,000 faces per object). 65,000 divided by 408 faces per dolphin means a maximum of about 159 dolphins per Flock3D instance. Flock3D will automatically turn down the number of "birds" (or dolphines) to stay under this limit. Rambling on just a bit here: One flock'd object and two instances would be 3 * 65,000 faces, plus 550 bubles * 8 faces per particle, plus the visable 21900 faces contained in the rest of the scene, or just a bit over 221,000 faces at render time. So I think you begin to see exactly where the memory usage is comming from. To dramaticize this, set the Flock3D (& instances) to 160 "birds", then sub in diamond.asc for the source object filename. This should give you dramatically faster rendering times. Though I'm sure it won't look nearly as good 🙂 I've already got a check on the suggestion list for a small field near the 'number of "birds" slider which will show the actual face count at render time. Your scene sounds very interesting, will we get to see it? Don Hanson BlackBox
#88386From: M. G. BATCHELORMar 3, 1994 2:59 PM
Thanks. Will zip up entire summation & send E-Mail. Please see mssg. # 88377.
#88400From: Don HansonMar 3, 1994 3:42 PM
M.G. Whoops, I think our message interaction timing got messed up there. Just got your >>zip up entire summation message. I've got to get the Windows version of CIM – I'm told it can access mail by message number. My poor old DOS CIM won't do that. 🙁 Standing by, Don
#88058From: John TissavaryMar 2, 1994 4:34 PM
Hi Don. I've been using Flock with an even greater number of particles than Bill, but haven't experienced any major memory hogging. Then again, I don't have any .sxp's assigned to the .axp particles. John Tissavary (La Luna cie)
#88029From: John TissavaryMar 2, 1994 3:40 PM
I'm lousy at math, so I didn't add it all up, but you're using a lot of procedural stuff… it FEELS <g> like you could go over the limit on a 756×486 rendering. What I usually do is render the .axp's seperate from the rest of the scene with alpha on (unless the edges are very blurry), then composite that with the scene in VP. This also allows me to re-render the .axp's without having to do it ALL over again, and saves memory throughout the whole process. I imagine that with the transparencies and .sxp's, which definitely suck memory, you could still come out ok as long as you render the flocks and bubbles seperately for VP comp. Just a thought, John Tissavary (La Luna cie)
#88046From: M. G. BATCHELORMar 2, 1994 4:07 PM
That's all I ever did with 3DS before recently (render IPAS stuff w/ Alpha on and take out to other programs to composite). With R3, the rendering and so many other things were improved so much, I've started *trying* to use it more *exclusively*. I don't know if this particular project could be layered for several reasons I'll get back to you on (ON-LINE now). Thanks for the input. Bill