Failed to allocate memory...

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kepler
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Failed to allocate memory...

Post by kepler » Thu Feb 08, 2007 8:35 am

Hello, I can't figure out why Indigo (0.6 version) cant' render a scene. It exit with this error: "SceneLoaderExcep: Failed to allocate memory while building mesh kd-tree". This error occurs after a lot of time that Indigo seems to build the tree-cache; no render window appear.
Since I am a newbie, here's the Blender file for this scene that I've used to test it. The objects are a free model of a plant (a .3ds file downloaded here and then imported in Blender), a plane and an hdrmap to use with the Indigo exporter that I don't upload because I think is not that the problem (I've used it before with no problem).

Can someone help me? :?

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Kram1032
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Post by Kram1032 » Thu Feb 08, 2007 8:57 am

I didn't download the plant now, but it appears, that it hast much too much tris.
Blender uses Quads and Tris, but it prefers quads.
If you just have Quads, your Mesh will have ~twice as much Faces than your original exported mesh, 'cause of the exporter will split all the quads.
Your background buffer will explode -> Error. Try to delete unnecessary parts, or reduce the number of faces.
Lats idea is to upgrade your PC...

Hope this was helpful,
regards,
Kram1032

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CTZn
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Post by CTZn » Thu Feb 08, 2007 10:14 am

An other approach could be to separate the mesh in smaller objects, so you don't loose any details but the computer processes less data at a time.

Sometimes splitting is enough, sometimes you have to decimate the mesh, but splitting helps.

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zsouthboy
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Post by zsouthboy » Thu Feb 08, 2007 12:31 pm

I took a look, it doesn't actually look like a ton of tris.


I'll see if I can split the model up so it'll work.

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zsouthboy
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Post by zsouthboy » Thu Feb 08, 2007 12:57 pm

Okay, the problem is "Stems_none" mesh.

It opens to 18k tris, which... should work. (I've loaded bigger meshes before) It doesn't work.


Using the poly reducer script, indigo .6 refuses to load the 9k tri version.


Using the script once MORE, down to 4500 tris.. works.

Image:
Image

Note: I added a sunlamp :)

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kepler
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Post by kepler » Thu Feb 08, 2007 9:14 pm

Thanks for your replies.
Yes, I confirm that the problem is the "stems_none" mesh, but it seems very strange that Indigo can't handle such numbers of tris. I actually have 1.25 GB of RAM and a 3.2 GHz Intel IV cpu: yes, is not the ultimate hardware but it does its dirty work... 8)

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CTZn
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Post by CTZn » Fri Feb 09, 2007 12:37 am

Could someone share the mesh please ? I'm not registered on turbosquid, and don't really plan to (who knows why...), but I'm curious on this issue and I would like to check the geometry.

Thx

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kepler
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Post by kepler » Sun Feb 11, 2007 1:19 am

CTZn wrote:Could someone share the mesh please ? I'm not registered on turbosquid, and don't really plan to (who knows why...), but I'm curious on this issue and I would like to check the geometry.

Thx
Here is the flower, I'm waiting for your feedback! :wink:

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CTZn
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Post by CTZn » Sun Feb 11, 2007 2:03 am

Grabbed, thank you kepler !

However, I will check that later, I'm on my way out. I give you feedback within 12-24h, depending on my scheduling this night ;)

khazanidarawi
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Could not find element 'color' in elemet

Post by khazanidarawi » Mon Jan 28, 2008 2:44 pm

I have problem to render. when i render a scene, the massage says:

SceneLoaderExcep: TinyXmlWrapper: could not find element 'color'in element 'diffuse'(around line 40)

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Kram1032
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Post by Kram1032 » Tue Jan 29, 2008 2:46 am

That's strange...
open your igs and look at that line... there's supposed to be a color tag. Inside it, there should be the RGB stuff and such....

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psor
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Post by psor » Tue Jan 29, 2008 2:58 am

@khazanidarawi

My guess is, you're using the wrong "combination" of Indigo and exporter.
Please download the right exporter for the version of Indigo you've got.

Much better is to update to the actual version of Indigo, which is v1.0.6
and the right exporter that you need ...

That should solve your problems! :D ;)




take care
psor
"The sleeper must awaken"

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