Title: Mandelbulber memory problem Post by: Pauldelbrot on May 25, 2011, 12:56:35 PM Trying to render a Mandelbox at 1280x720 seems to work with fog disabled, but bombs with fog enabled with:
Code: Log file: log.txt One odd thing here is that the settings file contains: Code: textured_background 0; so it should not be loading the background texture. On top of that, the machine has 3GB of physical RAM and God alone knows how much virtual mem; the process size while it's successfully rendering with fog disabled is just a touch under 70 megs. Unless turning on fog makes it need forty times as much memory, it seems to me that it should be working. Mandelbulber version is 1.00. I see there's a 1.02 out but the change log in the zip makes no mention of any memory or fog related changes. Title: Re: Mandelbulber memory problem Post by: Pauldelbrot on October 31, 2011, 05:21:39 AM Actually, this was solved a while back. Somehow a parameter file had gotten corrupted, and it thought the output image dimension I wanted was 12800x720 instead of 1280x720.
Probably there should be some support for rendering images larger than will fit in memory, by rendering rectangular chunks in memory and stitching them together on disk, but for now it's not an issue for me. Title: Re: Mandelbulber memory problem Post by: Buddhi on November 14, 2011, 06:13:39 PM Probably there should be some support for rendering images larger than will fit in memory, by rendering rectangular chunks in memory and stitching them together on disk, but for now it's not an issue for me. It's possible to render larger images on 64-bit systems (almost no limitation). You can also run program in "Low mem" mode (from shell by command mandelbulber -lowmem, or from Start menu - there should be menu item for low mem mode). Saving of rectangular chinks on disk will be not effective because there is needed whole image in memory for post-processing effects. Title: Re: Mandelbulber memory problem Post by: Pauldelbrot on November 15, 2011, 03:33:41 AM Probably there should be some support for rendering images larger than will fit in memory, by rendering rectangular chunks in memory and stitching them together on disk, but for now it's not an issue for me. It's possible to render larger images on 64-bit systems (almost no limitation). You can also run program in "Low mem" mode (from shell by command mandelbulber -lowmem, or from Start menu - there should be menu item for low mem mode). Saving of rectangular chinks on disk will be not effective because there is needed whole image in memory for post-processing effects. Do the post effects require global data about the whole image, rather than being able to be applied to each chunk separately? Plus, it seems that what I suggested can already be done manually by setting the camera FOV and aim appropriately, rendering separate scenes, and stitching them together in Photoshop. This could not be automated? There's also the option of graceful degradation: some features disable for large images but everything else keeps working. Title: Re: Mandelbulber memory problem Post by: taurus on November 15, 2011, 01:15:06 PM Do the post effects require global data about the whole image, rather than being able to be applied to each chunk separately? obviously. mb3d already has an option on rendering big ones in chunks (due to the lack of a 64bit version). dof is completely disabeled and ao is limited to the distance estimation ao. |