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exporting in sequence
Posted: Tue Apr 22, 2008 11:13 am
by losbellos
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
Posted: Tue Apr 22, 2008 6:21 pm
by suvakas
Hey,
I don't quite get what you are saying.
Any examples maybe?
Posted: Tue Apr 22, 2008 6:37 pm
by losbellos
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.
Posted: Tue Apr 22, 2008 7:09 pm
by suvakas
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?
Posted: Tue Apr 22, 2008 7:46 pm
by losbellos
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.
Posted: Wed Apr 23, 2008 8:07 am
by losbellos
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.
Posted: Wed Apr 23, 2008 8:41 am
by suvakas
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.
Posted: Wed Apr 23, 2008 2:13 pm
by losbellos
I do envy you...
I will see what can I do about the scene.
Posted: Wed Apr 23, 2008 6:18 pm
by losbellos
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
Posted: Wed Apr 23, 2008 6:21 pm
by suvakas
I'm not saying, that instances work perfectly. I'm sure it's far from it
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.
Posted: Wed Apr 23, 2008 6:31 pm
by losbellos
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?
Posted: Wed Apr 23, 2008 6:36 pm
by losbellos
I found the problem, its the bush, I will upload the scene and pm you the file.
Posted: Wed Apr 23, 2008 7:02 pm
by losbellos
what is funny, that it obvious that the exporter does the good job, because it exports only one instance of the geometry.
Posted: Wed Apr 23, 2008 8:39 pm
by losbellos
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.
Posted: Wed Apr 23, 2008 9:26 pm
by suvakas
Do you have indigo material assigned to all your instances?