POV-Ray : Newsgroups : povray.binaries.images : It hurts... (~113kau) Server Time
19 Oct 2026 17:27:25 EDT (-0400)
  It hurts... (~113kau) (Message 1 to 23 of 23)  
From: Tony[B]
Subject: It hurts... (~113kau)
Date: 22 Sep 2000 11:56:34
Message: <39cb8132@news.povray.org>
...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?


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From: Josh English
Subject: Re: It hurts... (~113kau)
Date: 22 Sep 2000 12:09:14
Message: <39CB8439.C108B7B@spiritone.com>
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/


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From: Peter Popov
Subject: Re: It hurts... (~113kau)
Date: 22 Sep 2000 12:29:25
Message: <9g1nss4ot7m2hbrfhp8m72d4nmiq0r70jv@4ax.com>
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


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From: Tony[B]
Subject: Re: It hurts... (~113kau)
Date: 22 Sep 2000 12:34:19
Message: <39cb8a0b@news.povray.org>
> 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.


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From: Tony[B]
Subject: Re: It hurts... (~113kau)
Date: 22 Sep 2000 12:36:35
Message: <39cb8a93@news.povray.org>
> 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?


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From: Ron Parker
Subject: Re: It hurts... (~113kau)
Date: 22 Sep 2000 14:31:55
Message: <slrn8sna66.5rh.ron.parker@fwi.com>
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


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From: MikeH
Subject: Re: It hurts... (~113kau)
Date: 22 Sep 2000 14:31:58
Message: <39CBA568.5286754C@aol.com>
> What is an octree block,
> and why did it eat up all my RAM?

Isn't that an ocTREE in your image? ;-)

-Mike


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From: Margus Ramst
Subject: Re: It hurts... (~113kau)
Date: 22 Sep 2000 19:24:50
Message: <39CBDC1A.164DD32F@peak.edu.ee>
"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


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From: Nathan Kopp
Subject: Re: It hurts... (~113kau)
Date: 22 Sep 2000 20:22:33
Message: <39cbf7c9@news.povray.org>
"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


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From: Tony[B]
Subject: Re: It hurts... (~113kau)
Date: 22 Sep 2000 21:19:01
Message: <39cc0505@news.povray.org>
Oh, please do look into it Nathan. If anyone can do it it's you. (Or Chris
H., or Ron P. or... :)


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From: Tony[B]
Subject: Re: It hurts... (~113kau)
Date: 22 Sep 2000 21:19:50
Message: <39cc0536@news.povray.org>
Har har... ;) I'm rendering a version without the little man, or the grass.
It's just the tree and the leaves on the ground. I hope this one finishes,
at least.


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From: Rick [Kitty5]
Subject: Re: It hurts... (~113kau)
Date: 23 Sep 2000 10:34:12
Message: <39ccbf64@news.povray.org>
> Isn't that an ocTREE in your image? ;-)

you need to remove its block, and dispose of it carefully in a red bag....

Rick


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From: Rick [Kitty5]
Subject: Re: It hurts... (~113kau)
Date: 23 Sep 2000 10:34:13
Message: <39ccbf65@news.povray.org>
> ...when a render doesn't finish after 1 day, 7 hours, 29 minutes and 1

i dont let my renders go on for more that 16 hours, you should put your foot
down and demand they stop messing around !

looks very good tho

Rick


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From: Warp
Subject: Re: It hurts... (~113kau)
Date: 23 Sep 2000 15:16:33
Message: <39cd0190$3@news.povray.org>
Nathan Kopp <Nat### [at] koppcom> wrote:
: Actually, if done properly, many of the leaf nodes could be stored on disk
: and cached in memory only as needed.

  Doesn't any disk cache do this already? Most systems use a disk cache
(even DOS if you use smartdrive).

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Chris Huff
Subject: Re: It hurts... (~113kau)
Date: 23 Sep 2000 17:12:41
Message: <chrishuff-2AF999.16145223092000@news.povray.org>
In article <39cc0505@news.povray.org>, "Tony[B]" 
<ben### [at] panamac-comnet> wrote:

> Oh, please do look into it Nathan. If anyone can do it it's you. (Or Chris
> H., or Ron P. or... :)

Not me...I haven't touched the radiosity code, and don't know much of 
the algorithms and math behind it. Nathan seems to be the radiosity 
expert...Nathan?

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Thomas Willhalm
Subject: Re: It hurts... (~113kau)
Date: 25 Sep 2000 05:58:48
Message: <qqmd7hs94iu.fsf@ramsen.fmi.uni-konstanz.de>
"Tony[B]" <ben### [at] panamac-comnet> writes:

> > 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?

Increase your swap space! By this you use the hard disc instead of RAM.
It is however up to the OS which parts of the memory are transferred to
the disc. Today's hard discs are so large that a GB of swap space is
feasible.

I hope this helps

Thomas



-- 
http://www.thomas.willhalm.de/ (includes pgp key)


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From: Gilles Tran
Subject: Re: It hurts... (~113kau)
Date: 25 Sep 2000 13:53:44
Message: <39CF90C1.169122D4@inapg.inra.fr>
"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?
>

Ahh, just happened to me on a 800*600 radiosity image, and I did raise the swap
up to 450 Mb... But I could resume the render without any problem (it had the +C
switch). At least it didn't crash Windows, like post-process does when out of
memory.
I wonder what's going to happen when I'll render the same picture at 16 times
the current size, though. Perhaps I'll render it chunk by chunk.
G.


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From: Tony[B]
Subject: Re: It hurts... (~113kau)
Date: 25 Sep 2000 15:31:46
Message: <39cfa822@news.povray.org>
Does the render show discontinuity at the point of +C or did you save the
radiosity to a file?


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From: Gilles Tran
Subject: Re: It hurts... (~113kau)
Date: 27 Sep 2000 03:49:53
Message: <39D1A62A.18391A2@inapg.inra.fr>
"Tony[B]" wrote:

> Does the render show discontinuity at the point of +C or did you save the
> radiosity to a file?

No visible discontinuity, but it's in a pretty dark zone, so it's hard to
tell. I didn't save the radiosity to a file. Megapov stopped rather cleanly
and removed the rca file as if it had correctly finished the picture (or so I
remember).
What seems strange to me is that the memory use is lower when only a part of
the picture is rendered.

G.


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From: Jérôme Berger
Subject: Re: It hurts... (~113kau)
Date: 27 Sep 2000 06:28:34
Message: <39D1CBD0.9DDE08CA@enst.fr>
Gilles Tran wrote:
> 
> What seems strange to me is that the memory use is lower when only a part of
> the picture is rendered.
> 
	That' not too surprising: there are less radiosity samples to store,
therefore it uses less memory.

		Jérôme
-- 
******************************* Jérôme M. BERGER
* Doctor Jekyll had something * mailto:ber### [at] inamecom
* to Hyde...                  * http://www.enst.fr/~jberger
*******************************


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From: Gilles Tran
Subject: Re: It hurts... (~113kau)
Date: 27 Sep 2000 08:25:32
Message: <39D1E6C4.841FAAE@inapg.inra.fr>
Jérôme Berger wrote:

> Gilles Tran wrote:
> >
> > What seems strange to me is that the memory use is lower when only a part of
> > the picture is rendered.
> >
>         That' not too surprising: there are less radiosity samples to store,
> therefore it uses less memory.

Does it mean that a good strategy when rendering a large radiosity image likely to
cause "out of memory" problems is to render it in a batch ?
+ER300 +C
+ER600 +C
+ER900 +C
etc.

Each successive partial render picks up the image where the previous one left it
(solution not tested ?).

G.


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From: Jérôme Berger
Subject: Re: It hurts... (~113kau)
Date: 27 Sep 2000 08:58:53
Message: <39D1EF0C.943C7518@enst.fr>
Gilles Tran wrote:
> 
> Does it mean that a good strategy when rendering a large radiosity image likely to
> cause "out of memory" problems is to render it in a batch ?
> +ER300 +C
> +ER600 +C
> +ER900 +C
> etc.
> 
> Each successive partial render picks up the image where the previous one left it
> (solution not tested ?).
> 
	No because in that case, either you didn't save the radiosity data and
you'll see it in the final image, or this data will be reloaded each
time and the last render will use as much memory as the whole would
have...

		Jérôme
-- 
******************************* Jérôme M. BERGER
* Doctor Jekyll had something * mailto:ber### [at] inamecom
* to Hyde...                  * http://www.enst.fr/~jberger
*******************************


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From: Bob Hughes
Subject: Re: It hurts... (~113kau)
Date: 27 Sep 2000 20:48:00
Message: <39d29540@news.povray.org>
"Jérôme Berger" <Jer### [at] enstfr> wrote in message
news:39D1EF0C.943C7518@enst.fr...
| Gilles Tran wrote:
| >
| > Does it mean that a good strategy when rendering a large radiosity image
likely to
| > cause "out of memory" problems is to render it in a batch ?
| > +ER300 +C
| > +ER600 +C
| > +ER900 +C
| > etc.
| >
| > Each successive partial render picks up the image where the previous one
left it
| > (solution not tested ?).
| >
| No because in that case, either you didn't save the radiosity data and
| you'll see it in the final image, or this data will be reloaded each
| time and the last render will use as much memory as the whole would
| have...

Seemed okay when I tested Gilles idea.  Memory remained constant on all
three partial renders.  I also used save_file to keep the radiosity info and
pass it to the next segment with load_file.  Of course you can't start out
with a +C if there's a previous test render done.
The only problem was with post_process find_edges, where it apparently uses
only the first segment to apply the change for each successive segment.
Same with depth, however soft_glow was okay (I think so) and posterize
almost did okay (not perfect).  Those were the only I checked on.
Attached image shows what I mean.
I didn't see any mention of post_process not working right with partial
renders, maybe this is one of the reasons it didn't make it into POV-Ray
3.5.

Bob


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