Request: chain .igs files

Feature requests, bug reports and related discussion
Big Fan
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Post by Big Fan » Mon Aug 13, 2007 5:34 pm

@delta
Somehow I dont think you will be doing 3 billion :D but it would be good to see some large scenes tried

@wedge
You are welcome sir
I would be interested to know how the memory use is as your script works its way thru some layers...
I wonder if saving from hidden layers has real advantages for memory management?
Perhaps my ex SW files with a very large number of individual meshes are by nature more troublesome to deal with..
I think I will take a slightly different tack with my SW variant includes - partly cos my coding isnt that hot :wink:

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deltaepsylon
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Post by deltaepsylon » Tue Aug 14, 2007 1:48 am

Big Fan wrote:@delta
Somehow I dont think you will be doing 3 billion :D but it would be good to see some large scenes tried
you'd be suprised how many subdivided spheres are in that scene. Maybe not 3 billion, but im sure i could get that many if i needed.
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Kram1032
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Post by Kram1032 » Tue Aug 14, 2007 4:25 am

For testing, that's ok, but if you want hires spheres, you should use primitives^^ - that should work already.

Wedge
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Post by Wedge » Tue Aug 14, 2007 10:06 am

Big Fan: I will keep note of memory use when I do some tests. If it still crashes when I try to export 5 layers for example, I could always open Blender and try exporting one layer at a time. The main exported scene file, with render settings and includes, might need to be hand edited if I do it that way, since it will only include one layer.

I will post results after I test. :)
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Wedge
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Post by Wedge » Thu Aug 16, 2007 1:52 pm

Hi Big Fan, I have test results! I will post them in exporter thread. :)

You will like what you see, I think.
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deltaepsylon
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Post by deltaepsylon » Sun Aug 19, 2007 3:57 am

@kram, that was only for testing, not an actual scene i wanted, or i'd use sphere prim.s
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Big Fan
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Post by Big Fan » Fri Sep 28, 2007 12:16 pm

Thought I would add some experiment info to this thread

I used a blender build enabled for the 3gb switch in a 3gb enabled boot of XP and was able to import 3 batches (layers) of 4000+ meshes sequentially
The commit space rose to 2.4 gb and all in made a .blend of 550mb
This was about 11 million faces all told. I guess <12 m is the practical limit.
Unfortunately it wouldnt write out an include of a layer of this size even when reopened (to offload the extra commit) - ran out of memory again..
I think the limit for an include with a blend file of this size will be about 2.5 million faces each .. let you know...and also if indigo will then load that :?

EDIT:
well bad news :evil:
with the 3gb switch importing a large number of files wasnt difficult or even moving them around.. (with undo and the outliner off as before) ...although doing stuff with a large file like this is s-l-o-w as you might expect :wink:
but the problem is the exporter still wants real ram apparently :? or I guess python isnt 3gb aware? I need to follow that up..
I redistributed my meshes to have 2, 2.25 and 2.5 miliion faces in the layers to try to find the limits..
and by experiment determined that the max I should get out ought to have been the 2.25 case - this would have pushed memory right out to the full 2.9 gb including the final save step.. or at least that is the case with a 550mb file..
...but alas no... :cry:
so ATM it isnt happening :?
It would seem there is only an AMD64 python build available so perhaps almost everyone has this limitation regardless of their set up..

Wedge
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Post by Wedge » Mon Oct 01, 2007 8:10 am

Thanks for your testing Big Fan! Maybe the future of 64 bit will solve some of our problems?

If I had to guess back when I first saw 64 bit, by 2007 I would have thought it would be standard...
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Big Fan
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Post by Big Fan » Mon Oct 01, 2007 8:41 am

I am in the process of getting a 32 bit 3gb build of python made and the python25.dll modified for blender thanks to Eugene Reilly at graphicall.org
Hopefully that will fix that issue
I'll put it here when/ if we get it sorted
We really still need ono to make a 3gb indigo though - not necessarily because everyone wants to render a large scene but it would definitely help with rendering large images

Big Fan
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Post by Big Fan » Wed Oct 10, 2007 7:07 pm

The state of this ATM is that although Eugene built a 3gb aware python it would not run on my pc for testing.
The reason for this remains a mystery because Eugene says he did not have a problem, but for me Blender would not even open.
We tried numerous combinations of dll etc to no avail.
ATM we have suspended the pursuit pending further information.
This outcome is a little disappointing.
I still hope we can get a build sometime that works.

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