exporting in sequence

Announcements, requests and support regarding the 3DS MAX exporter
losbellos
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exporting in sequence

Post by losbellos » Tue Apr 22, 2008 11:13 am

Hi There,
I thought about, that the exporter would save the file in sequence, that when its exporting, it can free up some memory. I have a lots of instances, and it just unable to do the job. Not to mention I think this way it will be much faster as well. Maybe after every 500 object, it could save it.
For now I will try to split the scene and then copy and paste the whole thing toghether.
Thanks

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suvakas
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Post by suvakas » Tue Apr 22, 2008 6:21 pm

Hey,
I don't quite get what you are saying.
Any examples maybe?

losbellos
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Post by losbellos » Tue Apr 22, 2008 6:37 pm

So, lets say if I have few thousands of instances.
I start to export, the memory usage goes up to gigabytes, (I do use the instance option) Even the page file increases.
So what I thought would be good:

every after five hundred exported file, release the buffer what max uses for exporting, And then move on. THis part I am not quite familiar in maxscript, I don't know how I would be doing this, but it saves a lot of time and memory.
Thats what I figures out.

or the other way, that every after five hundred object, it closes file and start another file, putting the data into it. And on the end just joining it. Practically would use less memory and because of that would be also faster as well.
So what I am talking about that xxx.scene.igs export part. The file itself doesn't become big, but memory requirement and the time is quite much.
Thats why.

The scene is few kind of objects with hundreds/thousand of instance.

Maybe its just a bug? I am on winp64 max9 64 bit.

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suvakas
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Post by suvakas » Tue Apr 22, 2008 7:09 pm

Is the instanced model a single model or is it grouped?
There is a bug with grouped instances that may crash the exporter.
What type of format do you use for exporting? Don't use xml.
Do you have actively linked models in your scene?
The script makes copies of the linked geometry in order to access them properly and that may double the memory usage.
Otherwise the script doesn't load the scene into memory. It loops through the scene objects and writes them out to a *.igs file "on the fly". Or at least it should behave like that :)

If none of the above doesn't work, then maybe you can upload some sort of example scene that has problems?

losbellos
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Post by losbellos » Tue Apr 22, 2008 7:46 pm

The group is true, I will try to ungroup them and see.
I am familiar with the issue otherwise I wrote the exporter for redqueen renderer some time ago. But Indigo is more comfortable and rq doesnt handle instances unfortunately.
I think max doing it for some reason.
I try to ungroup, and I let you know then.

losbellos
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Post by losbellos » Wed Apr 23, 2008 8:07 am

Sorry I got pretty busy afterworlds.
It didn't work. I get very quickly 1.5 gigs usage in a scene with just basically instances.

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suvakas
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Post by suvakas » Wed Apr 23, 2008 8:41 am

Well, I can't really help whitout a scene I could play.
I just did a test. 700 trees, 800k polys each. Exporting time under a minute.
Attachments
1000instances.jpg
1000instances.jpg (542.04 KiB) Viewed 5895 times

losbellos
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Post by losbellos » Wed Apr 23, 2008 2:13 pm

I do envy you...
I will see what can I do about the scene.

losbellos
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Post by losbellos » Wed Apr 23, 2008 6:18 pm

I will rebuild the scene, there is some major changes anyway, so I will be able to see where the memory thing is started up

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suvakas
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Post by suvakas » Wed Apr 23, 2008 6:21 pm

I'm not saying, that instances work perfectly. I'm sure it's far from it :lol:
But currently I can only make the exporter to crash, when using groups. I havn't had time to debug this. If you can discover some kind of reason or pattern, why your scene crashes, then that would be really helpful.

losbellos
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Post by losbellos » Wed Apr 23, 2008 6:31 pm

when the scene is loaded into max,
max takes 250megs, when I start to export it will go rapidly to 1.5+gigs, and starts to use the windows pagefile.

What is your memory requirement when you exporting it?

losbellos
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Post by losbellos » Wed Apr 23, 2008 6:36 pm

I found the problem, its the bush, I will upload the scene and pm you the file.

losbellos
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Post by losbellos » Wed Apr 23, 2008 7:02 pm

what is funny, that it obvious that the exporter does the good job, because it exports only one instance of the geometry.

losbellos
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Post by losbellos » Wed Apr 23, 2008 8:39 pm

There is something else, seems obj export would work just fine, but it looks for an undefinied material, which been created by the obj exporter, and then when indigo starts it stops with missing material message.
some wirexxx material missing.
I thought maybe subobject materials are causing this, but I also tried without it and it worked.

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suvakas
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Post by suvakas » Wed Apr 23, 2008 9:26 pm

Do you have indigo material assigned to all your instances?

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