#BIG problems w/3DS
4 messages in this thread
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
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,
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]
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.