subdivision problems

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subdivision problems

Postby zukazuka » Sun Jan 04, 2009 9:27 pm

Happy New Year!

I've got a bunch of model files and some are complex models and some are simple. I'm using a shared material library and it seems that I can only set the subdivision level per material not per object (using luxblend).

So I can't figure out how to choose a subdivision on a per object basis? I know I could do it in blender but then the object export code would be more complex and I'm trying to take advantage of the internal luxrender subdivision feature.
zukazuka
 
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Re: subdivision problems

Postby zukazuka » Sun Jan 04, 2009 9:28 pm

I've got some models that work fine when subsurf is set to level 2 but crashes when I set to level 3.

I'm using an 8 core xeon blade server with 16gb of ram dedicated to luxrender so I don't think memory is the issue!

Everything works fine with subsurf 2 on all shapes... if that helps...

I also tried a CVS build from Dec 18th prior to getting the latest CVS and had the same problem...

running fedora 10 with todays (one hour old) CVS build. Here's the output:

[Lux 2009-Jan-04 20:45:41 INFO : 0] Lux version 0.5 of Jan 4 2009 at 20:43:32
[Lux 2009-Jan-04 20:45:41 INFO : 0] Threads: 8
[Lux 2009-Jan-04 20:45:41 WARNING : 0] Parameter 'I' not used
[Lux 2009-Jan-04 20:45:41 INFO : 0] Mesh: accel = none (global), triangles = 2 wald, quads= 0 quadrilateral
[Lux 2009-Jan-04 20:45:41 INFO : 0] Applying 3 levels of loop subdivision to 41952 triangles
[Lux 2009-Jan-04 20:45:48 INFO : 0] Subdivision complete, got 2684928 triangles
[Lux 2009-Jan-04 20:45:49 INFO : 0] Mesh: accel = bvh, triangles = 2684928 bary, quads= 0 quadrilateral
[Lux 2009-Jan-04 20:45:53 INFO : 0] Building Bounding Volume Hierarchy, primitives: 2684928
[Lux 2009-Jan-04 20:47:44 INFO : 0] Pre-processing Bounding Volume Hierarchy, total nodes: 4083029
[Lux 2009-Jan-04 20:47:45 INFO : 0] Finished building Bounding Volume Hierarchy array
[Lux 2009-Jan-04 20:47:51 INFO : 0] Mesh: accel = none (global), triangles = 2 wald, quads= 0 quadrilateral
[Lux 2009-Jan-04 20:47:51 INFO : 0] Mesh: accel = none (global), triangles = 46 wald, quads= 0 quadrilateral
[Lux 2009-Jan-04 20:47:51 INFO : 0] Mesh: accel = none (global), triangles = 2976 wald, quads= 0 quadrilateral
[Lux 2009-Jan-04 20:47:51 INFO : 0] Applying 3 levels of loop subdivision to 26538 triangles
[Lux 2009-Jan-04 20:47:55 INFO : 0] Subdivision complete, got 1698432 triangles
[Lux 2009-Jan-04 20:47:55 INFO : 0] Mesh: accel = bvh, triangles = 1698432 bary, quads= 0 quadrilateral
[Lux 2009-Jan-04 20:47:57 INFO : 0] Building Bounding Volume Hierarchy, primitives: 1698432
[Lux 2009-Jan-04 20:48:55 INFO : 0] Pre-processing Bounding Volume Hierarchy, total nodes: 2697813
[Lux 2009-Jan-04 20:48:55 INFO : 0] Finished building Bounding Volume Hierarchy array
[Lux 2009-Jan-04 20:48:57 INFO : 0] Applying 3 levels of loop subdivision to 26566 triangles
[Lux 2009-Jan-04 20:49:01 INFO : 0] Subdivision complete, got 1700224 triangles
[Lux 2009-Jan-04 20:49:01 INFO : 0] Mesh: accel = bvh, triangles = 1700224 bary, quads= 0 quadrilateral
[Lux 2009-Jan-04 20:49:03 INFO : 0] Building Bounding Volume Hierarchy, primitives: 1700224
[Lux 2009-Jan-04 20:50:03 INFO : 0] Pre-processing Bounding Volume Hierarchy, total nodes: 2701397
[Lux 2009-Jan-04 20:50:04 INFO : 0] Finished building Bounding Volume Hierarchy array
[Lux 2009-Jan-04 20:50:05 INFO : 0] Applying 3 levels of loop subdivision to 26204 triangles
[Lux 2009-Jan-04 20:50:09 INFO : 0] Subdivision complete, got 1677056 triangles
[Lux 2009-Jan-04 20:50:10 INFO : 0] Mesh: accel = bvh, triangles = 1677056 bary, quads= 0 quadrilateral
[Lux 2009-Jan-04 20:50:12 INFO : 0] Building Bounding Volume Hierarchy, primitives: 1677056
[Lux 2009-Jan-04 20:51:12 INFO : 0] Pre-processing Bounding Volume Hierarchy, total nodes: 2655061
[Lux 2009-Jan-04 20:51:12 INFO : 0] Finished building Bounding Volume Hierarchy array
[Lux 2009-Jan-04 20:51:14 INFO : 0] Applying 3 levels of loop subdivision to 25452 triangles
[Lux 2009-Jan-04 20:51:17 INFO : 0] Subdivision complete, got 1628928 triangles
[Lux 2009-Jan-04 20:51:18 INFO : 0] Mesh: accel = bvh, triangles = 1628928 bary, quads= 0 quadrilateral
[Lux 2009-Jan-04 20:51:20 INFO : 0] Building Bounding Volume Hierarchy, primitives: 1628928
[Lux 2009-Jan-04 20:52:19 INFO : 0] Pre-processing Bounding Volume Hierarchy, total nodes: 2558805
[Lux 2009-Jan-04 20:52:19 INFO : 0] Finished building Bounding Volume Hierarchy array
[Lux 2009-Jan-04 20:52:21 INFO : 0] Applying 3 levels of loop subdivision to 44 triangles
[Lux 2009-Jan-04 20:52:21 INFO : 0] Subdivision complete, got 2816 triangles
[Lux 2009-Jan-04 20:52:21 INFO : 0] Mesh: accel = none (global), triangles = 2816 wald, quads= 0 quadrilateral
[Lux 2009-Jan-04 20:52:21 INFO : 0] Applying 3 levels of loop subdivision to 241276 triangles
Segmentation fault
zukazuka
 
Posts: 382
Joined: Tue Dec 09, 2008 10:01 am
Location: 西安 China

Re: subdivision problems

Postby Radiance » Mon Jan 05, 2009 3:40 am

Hey,

You need a 64bit operating system and a 64bit luxrender (lordcrc makes them) to make it use more than 2gb process space :)
Or wait till we've done more work on the new BVH code...

Radiance
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Radiance
 
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Re: subdivision problems

Postby zukazuka » Tue Jan 06, 2009 10:33 am

Thanks for the reply, That totally makes sense now about the 64 bit and memory address space.

Actually the only reason why it takes up so much memory is because with luxblender I assign subsurf setting to a material which is shared between several objects. The simple object needs several layers of subdivisions but the complicated object doesn't need so much. I've only found a way to assign subsurf setting per material in luxblender, is there a way I don't know about?

I looked at the exported -geom.lxo file and it has subsurf settings per object but no way to edit this via the luxblender script.

Being able to assign subsurf settings on a per-object basis would eliminate the need to use so much memory...

Cheers
zukazuka
 
Posts: 382
Joined: Tue Dec 09, 2008 10:01 am
Location: 西安 China


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