CompuServe Thread

#BIG problems w/3DS

4 messages in this thread
#82282From: Yost GroupFeb 8, 1994 2:35 PM
All of those things that are causing the problem are things that force more memory to be used by 3DS. That's DEFINITELY a giveaway that the problem has to do with Phar Lap not being able to allocate as much RAM as it needs. – G
#82308From: Christophe Van OyenFeb 8, 1994 4:03 PM
So you think memory is in away being stolen by other things happening in my PC from 3DS. Is this right?? However I have still this to say, when rendering the supposed 6MB project file at certain levels, current status says after the rendering: 17.xxx MB used of memory swap file size nearing 50 MB nearly 280.000 page faults this is current for this file when I render at 1024×768 resol. Metal shading, 1 light ray tracing, the others shadowmaps, or no shadow, auto reflection maps on, antialiasing on,… (usual 2h50min rendering time for such an image) Is there an estimation on how much more memory is needed procentually if one renders a spotlight with ray tracing shadows or one with shadow maps??? The locking up of my PC always happend nearly 2 hours in the rendering but at or higher resolution, or with more ray traced shadows on. So concluding your reply more RAM would probably solve my problem??? Christophe,
#82339From: Jonas Ruikis [ADESK]Feb 8, 1994 5:55 PM
Christophe, <<17.xxx MB used of memory swap file size nearing 50 MB>> It looks like you would need 67 Megabytes to fully represent your current settings. <<Is there an estimation on how much more memory is needed procentually if one renders a spotlight with ray tracing shadows or one with shadow maps??? >> See pg. 112-117 of the installation guide for a detailed explanation of memory usage. jonas[adesk]
#82538From: Yost GroupFeb 9, 1994 10:56 AM
More RAM would definitely solve your problem, but regarding raytracing, there's another thing you can try. Check out the R3HDN.TXT file up in DL9 (I think that's what it's called). In addition to other useful things, it describes how you can use the MAX-SHADOW-LEVELS 3ds.set parameter to adjust how much memory you'll use with ray-traced shadows. By reducing this paramater to 4-5, you'll use less memory.