CompuServe Thread

#Render Lockup

2 messages in this thread
#159584From: Chris JohnstonMar 17, 1995 7:20 PM
Mason: I'm in **my** biggest project and I get similar results, except that I get an apparrantly bogus memory parity error on frame 2 or 3. Usually, if I hide some of the more complex (but not currently visible) parts of the model, it usually renders OK, but it will sometimes go 24 hours or more before it flakes out. (My swap files gets to about 26-28 MB before it fails.) This is only on my 32MB 486DX2-50 machine at work. Neither my 32MB 486DX2-66 at home or the 16MB P5-66 seem to do it, even on the same model. One thing to be careful of – if your system crashes often you should run CHKDSK after you bring it back up. I had my rendering time go from 18 min per frame to 3 and a half hours per frame on my current model. It turned out that I had 211MB of lost clusters on the swap disk! Every time it flamed out I would lose the 30MB used by the swap file. Chris – Chris Johnston, Written 09-Mar-1995 @ 21:57:09 Using: Windows NavCIS PRO 1.5
#160088From: mason flakeMar 21, 1995 6:22 PM
Spent most of this weekend working on this animal, and I think I may have identified the problem. Noticed in some frames, at some camera angles, I got a black piece of nothing, with surrounding objects and mapping intact. If you are familiar with Stephen Kings writings, I like to call it the Langolier effect. A Langolier consumed "past tense" and left a black void of nothing in it's wake. The geometry affected was the flat surface of a box, that had a river bed running through it that was created by doing a Boolean subtraction. buildings sitting on top of this flat earth surface, seemed to be the source of this black nothing projection across it's surface. But, the object by itself with all others hidden would have a "hunk of nothing" running through it, at certain camera angles. The Langolier effect was really interfering with some views in my animation, and I narrowed it down to a building that had been made by boolean operations. Once I got rid of the building, and replaced with non-boolean object, the Langolier effect went away. Now back to the problem of render lockup. it still persisted, even with sucessively smaller project files (less faces, less vertices…etc.). The smaller the file, the less the occurence. When I replaced the "Boolean" objects with simpler ones where possible, no lockup occured. My feeling is that the boolean objects caused the lockup, as one of the symptoms, along with the intermittent "Langolier" effect. Why? who knows, what was special about these boolean objects? They weren't clean. instead of nice simple joins and subtractions with clearly defined faces, I had some very wierd and very small vertices and faces occur. For instance, I added a long narrow addition with a lower roof-line to one side of a building, it was supposed to be the same length, it wasn't. It was a clean join at the front, but at the back, it may have extended .001 inches or less (maybe a little more…could not measure reliably). Is this a problem for 3DS, Hardware, or Graphics subsytems? Would this generate a "langolier" effect intermittently, or cause lockup? Could the fact that I have a flawed pentium chip be of any importance? See if it works for you, or let me know what you think. Mason