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Hi,
I know this issue has frequently been discussed, but I would like to understand
the reason with the goal, to adjust my scene:
In a scene with many transparent objects with emitting media such as:
sphere{P, r pigment{rgbt 1} hollow no_shadow interior{media{emission rgb 1}}}
rendering stops with the message:
Internal limit exceeded in FixedSimpleVector
Fatal error in renderer: A POV-Ray internal nesting limit was reached.
Render failed
if
1) the number of objects exceeds a certain number
2) the objects come close to each other and overlap
Changing bounding on/off or max_trace_level does not help.
Is there anything I can do?
Thank you!
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Le 02/04/2014 08:45, Sereib a écrit :
> Hi,
>
> I know this issue has frequently been discussed, but I would like to understand
> the reason with the goal, to adjust my scene:
>
> In a scene with many transparent objects with emitting media such as:
>
> sphere{P, r pigment{rgbt 1} hollow no_shadow interior{media{emission rgb 1}}}
>
> rendering stops with the message:
>
> Internal limit exceeded in FixedSimpleVector
> Fatal error in renderer: A POV-Ray internal nesting limit was reached.
> Render failed
>
> if
>
> 1) the number of objects exceeds a certain number
Nope, not directly. But the number of media might.
>
> 2) the objects come close to each other and overlap
Neither.
>
> Changing bounding on/off or max_trace_level does not help.
>
> Is there anything I can do?
Without seeing your code, it's difficult to say.
The limit is inherited from old code (that used static C array in
structure). When the conversion was done, I guess the single allocation
aspect was kept for simplicity of handling failure (and speed!)
(allocate the whole array on first element). It has been tagged to be
corrected... later.
Workaround: If you are compiling your own povray, you can raise the
values which sizes the various FixedSimpleVector:
* LIGHTSOURCE_VECTOR_SIZE
* MEDIA_VECTOR_SIZE
* MEDIA_INTERVAL_VECTOR_SIZE
* LIT_INTERVAL_VECTOR_SIZE
* LIGHT_INTERSECTION_VECTOR_SIZE
* RAYINTERIOR_VECTOR_SIZE
* WEIGHTEDTEXTURE_VECTOR_SIZE
--
Just because nobody complains does not mean all parachutes are perfect.
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Hi,
thank you!
However, I can confirm 2)
In one scene, I have approx. 5000 spheres (hollow, with emitting media in the
interior statement) which - as "photons" travel through a lens system depicting
how light diffraction works. If these photons come closer and closer and finally
many of them overlap in the focus, the error occurs.
My work-around is to lower the number of "photons" (the emitting spheres) in my
animation for the frames when they come close together, which pretty works.
I observed this overlap-effect in several different scenes, so are you sure this
error has nothing to do with it?
Le_Forgeron <lef### [at] freefr> wrote:
> Le 02/04/2014 08:45, Sereib a écrit :
> > Hi,
> >
> > I know this issue has frequently been discussed, but I would like to understand
> > the reason with the goal, to adjust my scene:
> >
> > In a scene with many transparent objects with emitting media such as:
> >
> > sphere{P, r pigment{rgbt 1} hollow no_shadow interior{media{emission rgb 1}}}
> >
> > rendering stops with the message:
> >
> > Internal limit exceeded in FixedSimpleVector
> > Fatal error in renderer: A POV-Ray internal nesting limit was reached.
> > Render failed
> >
> > if
> >
> > 1) the number of objects exceeds a certain number
>
> Nope, not directly. But the number of media might.
>
> >
> > 2) the objects come close to each other and overlap
>
> Neither.
>
> >
> > Changing bounding on/off or max_trace_level does not help.
> >
> > Is there anything I can do?
>
> Without seeing your code, it's difficult to say.
>
> The limit is inherited from old code (that used static C array in
> structure). When the conversion was done, I guess the single allocation
> aspect was kept for simplicity of handling failure (and speed!)
> (allocate the whole array on first element). It has been tagged to be
> corrected... later.
>
> Workaround: If you are compiling your own povray, you can raise the
> values which sizes the various FixedSimpleVector:
> * LIGHTSOURCE_VECTOR_SIZE
> * MEDIA_VECTOR_SIZE
> * MEDIA_INTERVAL_VECTOR_SIZE
> * LIT_INTERVAL_VECTOR_SIZE
> * LIGHT_INTERSECTION_VECTOR_SIZE
> * RAYINTERIOR_VECTOR_SIZE
> * WEIGHTEDTEXTURE_VECTOR_SIZE
>
>
> --
> Just because nobody complains does not mean all parachutes are perfect.
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"Sereib" <nomail@nomail> wrote:
>
> rendering stops with the message:
>
> Internal limit exceeded in FixedSimpleVector
> Fatal error in renderer: A POV-Ray internal nesting limit was reached.
> Render failed
>
I don't know if this will help, but have you tried upping the
'max_intersections' value in your global_settings{} block? By default, it is 64.
(Admittedly, I don't know the technical aspects of what it does; but changing it
might be worth a try.)
Post a reply to this message
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> I know this issue has frequently been discussed, but I would like to understand
> the reason with the goal, to adjust my scene:
>
> In a scene with many transparent objects with emitting media such as:
>
> sphere{P, r pigment{rgbt 1} hollow no_shadow interior{media{emission rgb 1}}}
>
> rendering stops with the message:
>
> Internal limit exceeded in FixedSimpleVector
> Fatal error in renderer: A POV-Ray internal nesting limit was reached.
> Render failed
>
> if
>
> 1) the number of objects exceeds a certain number
>
> 2) the objects come close to each other and overlap
>
> Changing bounding on/off or max_trace_level does not help.
>
> Is there anything I can do?
Try to minimise your scene as much as possible whilst it still produces
the error, then post the code here.
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Hi,
here we go:
##################################
global_settings {assumed_gamma 1.5 max_trace_level 5}
#declare rnd1=seed(1);
#declare n=900;
#declare r1=1;
#declare r2=5;
#declare k=1; #while(k<=n)
#declare P=<rand(rnd1)-0.5,rand(rnd1)-0.5,0>*r2;
sphere{<0,0,0>,r1 pigment{rgbt 1} hollow no_shadow interior{media{emission
1/r1}} translate P}
#declare k=k+1; #end
camera{location<0,0,-5*r2> look_at<0,0,0>}
##################################
As you see, n is the number of spheres, r1 their radius, and r2 the edge length
of the box which contains all spheres.
If I set r2 = 2 the error occurs, but for r2 = 5 (and otherwise same values)
rendering works.
Maybe this helps?
>
> Try to minimise your scene as much as possible whilst it still produces
> the error, then post the code here.
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> ##################################
>
> global_settings {assumed_gamma 1.5 max_trace_level 5}
> #declare rnd1=seed(1);
>
> #declare n=900;
> #declare r1=1;
> #declare r2=5;
>
> #declare k=1; #while(k<=n)
> #declare P=<rand(rnd1)-0.5,rand(rnd1)-0.5,0>*r2;
> sphere{<0,0,0>,r1 pigment{rgbt 1} hollow no_shadow interior{media{emission
> 1/r1}} translate P}
> #declare k=k+1; #end
>
> camera{location<0,0,-5*r2> look_at<0,0,0>}
>
> ##################################
>
> As you see, n is the number of spheres, r1 their radius, and r2 the edge length
> of the box which contains all spheres.
>
> If I set r2 = 2 the error occurs, but for r2 = 5 (and otherwise same values)
> rendering works.
>
I have tried your code, without the media statement no error occurs,
even if r2=2. Maybe the stuff is here.
Lionel.
--
Do not judge my words, judge my actions.
---
http://www.avast.com
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Hi,
o.K. ... I have version 3.7 - you too?
>
> I have tried your code, without the media statement no error occurs,
> even if r2=2. Maybe the stuff is here.
>
> Lionel.
>
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> Hi,
>
> o.K. ... I have version 3.7 - you too?
>
Woouhh...
I have tested your code (with media and r2=2) with v3.6, all works.
But the problem occurs with v3.7. Maybe some changes between the versions...
--
Do not judge my words, judge my actions.
---
http://www.avast.com
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> "Sereib" <nomail@nomail> wrote:
>
>>
>> rendering stops with the message:
>>
>> Internal limit exceeded in FixedSimpleVector
>> Fatal error in renderer: A POV-Ray internal nesting limit was reached.
>> Render failed
>>
>
> I don't know if this will help, but have you tried upping the
> 'max_intersections' value in your global_settings{} block? By default, it is 64.
> (Admittedly, I don't know the technical aspects of what it does; but changing it
> might be worth a try.)
>
>
I don't think that it'll work in this case.
If the value is to low, you get an "I-Stack Overflows" message in the
statistics after the scene is rendered.
It's normaly a non-fatal error, and may be more similar to a
max_gradiant error. The scene renders, but not correctly.
Alain
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