|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
...when a render doesn't finish after 1 day, 7 hours, 29 minutes and 1
second, reporting that there was a "Rendering error. Out of memory. Cannot
allocate 144 bytes for octree block." Yup, that hurts a lot. Especially when
you've tried to leave the machine alone, so it renders faster during this
time period. Can someone tell me why this happened? What is an octree block,
and why did it eat up all my RAM?
Post a reply to this message
Attachments:
Download 'ouch.jpg' (80 KB)
Preview of image 'ouch.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I'm going to have to go Catholic on this on and say "Well, it's a mystery."* I
have no idea what that error means, but I like the tree. It looks like all the
leaves are coming down off of the branch, though.
Josh
"Tony[B]" wrote:
> ...when a render doesn't finish after 1 day, 7 hours, 29 minutes and 1
> second, reporting that there was a "Rendering error. Out of memory. Cannot
> allocate 144 bytes for octree block." Yup, that hurts a lot. Especially when
> you've tried to leave the machine alone, so it renders faster during this
> time period. Can someone tell me why this happened? What is an octree block,
> and why did it eat up all my RAM?
>
> [Image]
*This line is from George Carlin, not me. Flame with caution.
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Fri, 22 Sep 2000 10:53:08 -0500, "Tony[B]"
<ben### [at] panamac-comnet> wrote:
>...when a render doesn't finish after 1 day, 7 hours, 29 minutes and 1
>second, reporting that there was a "Rendering error. Out of memory. Cannot
>allocate 144 bytes for octree block." Yup, that hurts a lot. Especially when
>you've tried to leave the machine alone, so it renders faster during this
>time period. Can someone tell me why this happened? What is an octree block,
>and why did it eat up all my RAM?
You're using radiosity. The radiosity samples are stored in an octree
for faster access. Seems you ran out of memory and when (M)POV took
another radiosity sample (during the actual rendering) and tried to
store it, it could not 'allocate 144 for [the] octree block.' Not that
it helps ease the pain but at least now you know. If I know what I'm
rambling, that is.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> You're using radiosity. The radiosity samples are stored in an octree
> for faster access. Seems you ran out of memory and when (M)POV took
> another radiosity sample (during the actual rendering) and tried to
> store it, it could not 'allocate 144 for [the] octree block.'
Why can't this [friggin'] octree be stored to the hard disk instead of RAM?
Is there any way that MegaPOV could precalculate the needed RAM before
rendering? That would be helpful.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> I'm going to have to go Catholic on
> this on and say "Well, it's a mystery."*
Uh... I don't get it, so we'll let that one pass...
> I have no idea what that error means, but I like the tree.
Yes. Everyone loves Gilles' trees. They're my favorites of the choices out
there. Splinetree is better, but many of the leaves don't actually touch the
branches. You can tell if you zoom in a lot.
> It looks like all the
> leaves are coming down off of the branch, though.
I guess the angle is a bit too much?
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Fri, 22 Sep 2000 11:31:33 -0500, Tony[B] wrote:
>> You're using radiosity. The radiosity samples are stored in an octree
>> for faster access. Seems you ran out of memory and when (M)POV took
>> another radiosity sample (during the actual rendering) and tried to
>> store it, it could not 'allocate 144 for [the] octree block.'
>
>Why can't this [friggin'] octree be stored to the hard disk instead of RAM?
>Is there any way that MegaPOV could precalculate the needed RAM before
>rendering? That would be helpful.
It goes in RAM because the hard disk would be too slow. The octree is used
to find the closest sample while rendering, so looking it up in a database
would kinda suck, render-time-wise.
It can't precalculate because it computes the radiosity samples as they're
needed.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
Proudly not helping RIAA and SDMI steal my rights --
http://www.eff.org/Misc/EFF/Newsletters/EFFector/HTML/effect13.08.html
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> What is an octree block,
> and why did it eat up all my RAM?
Isn't that an ocTREE in your image? ;-)
-Mike
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Tony[B]" wrote:
>
> ...when a render doesn't finish after 1 day, 7 hours, 29 minutes and 1
> second, reporting that there was a "Rendering error. Out of memory. Cannot
> allocate 144 bytes for octree block." Yup, that hurts a lot. Especially when
> you've tried to leave the machine alone, so it renders faster during this
> time period. Can someone tell me why this happened? What is an octree block,
> and why did it eat up all my RAM?
>
It's radiosity data, but I'm not sure why you ran out of memory; don't you have
any swap space? Anyway, you should still be able continue the render, discarding
the old octtree and generating a new one. The render will be slower, though.
As for the render time, that's nothing. You'll see, when my current render
finishes :)
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Ron Parker" <ron### [at] povrayorg> wrote...
> It goes in RAM because the hard disk would be too slow. The octree is
used
> to find the closest sample while rendering, so looking it up in a database
> would kinda suck, render-time-wise.
Actually, if done properly, many of the leaf nodes could be stored on disk
and cached in memory only as needed. I'm thinking of something similar to
what can be used for raytracing displacement maps (I read a paper about that
once).
-Nathan
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Oh, please do look into it Nathan. If anyone can do it it's you. (Or Chris
H., or Ron P. or... :)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |