I got a scene that starts crashing when i attach a certain ammount of shaders with 4k textures to different objects in the scene.
I always work in either “wireframe” or “hidden line invisible” mode. but whenever I assign one of these shaders to an object, Houdini thinks for a moment, as if I have set viewport to display the textures, thus it needs to load it onto the graphics card. To me it seems like it's crashing because the ram on my graphic card, just simply has hit the limit, but it shouldn't be like this as long as I am in WireFrame mode.
Nor does my scene utilize the maximum ram on my computer, as it's using around 8 GB out of 15GB, before it starts crashing. What gives?
Too many 4k textures crashes houdini?
6727 10 0- knekker
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- circusmonkey
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Hi , thanks for the info. so applying the 4k textures and shaders to default geometry still throws up errors ? , Any chance you can put a scene up or email something.
I have no problems with 6 shaders and 4k textures for spec, dif , displacement on my machine. Although things take a while to compile which is expected as the default shader is a tad heavy.
Rob
I have no problems with 6 shaders and 4k textures for spec, dif , displacement on my machine. Although things take a while to compile which is expected as the default shader is a tad heavy.
Rob
Gone fishing
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Hi Circusmonkey,
Yeah still crashes, but I do not wish to take too much of your time, I just wanted to know if this is a known issue when dealing with heavy textured scenes using the default Manrta Surface Shader, or possible a Houdini 12 bug secretly trying to load textures into the viewport without me asking it to do so, because I never remember Maya ever having to ‘compile’ or calculate anything whenever I assign shaders onto geometry that is being displayed in wireframe in the viewport.
In general Houdini shouldn't worry about shaders or textures at all, until I hit the render button. this is what is confusing me.
Yeah still crashes, but I do not wish to take too much of your time, I just wanted to know if this is a known issue when dealing with heavy textured scenes using the default Manrta Surface Shader, or possible a Houdini 12 bug secretly trying to load textures into the viewport without me asking it to do so, because I never remember Maya ever having to ‘compile’ or calculate anything whenever I assign shaders onto geometry that is being displayed in wireframe in the viewport.
In general Houdini shouldn't worry about shaders or textures at all, until I hit the render button. this is what is confusing me.
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knekker
Hi Circusmonkey,
Yeah still crashes, but I do not wish to take too much of your time, I just wanted to know if this is a known issue when dealing with heavy textured scenes using the default Manrta Surface Shader, or possible a Houdini 12 bug secretly trying to load textures into the viewport without me asking it to do so, because I never remember Maya ever having to ‘compile’ or calculate anything whenever I assign shaders onto geometry that is being displayed in wireframe in the viewport.
In general Houdini shouldn't worry about shaders or textures at all, until I hit the render button. this is what is confusing me.
Is it Houdini that crashes or Mantra that crashes?
If you're using lots of large textures, make sure they are converted to .rat format. This will cause only the required portions of the textures to be loaded at one time.
If you have 4k .exr files, mantra will load the entire image and convert to a .rat internally. This will use way more memory. This is true for any format other than .rat.
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- goldfarb
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Hey actor,
Actually I tried something similar. I have different parts of the house split into groups, and while being in one of the groups, I have the display set to ‘hide other objects’. so the viewport only displays the objects from this group.
While in thie group, I just attached all these textured shaders onto everything. This works fine until I step out of the SOP back out to the ROP so everything will get displayed. When doing this, Houdini then crashes.
I have now tried your suggestion, switched to manual cooking, I applied all the textured shaders onto the objects that I needed, and started rendering. After 15 renders, Houdini crashed again.
Actually I tried something similar. I have different parts of the house split into groups, and while being in one of the groups, I have the display set to ‘hide other objects’. so the viewport only displays the objects from this group.
While in thie group, I just attached all these textured shaders onto everything. This works fine until I step out of the SOP back out to the ROP so everything will get displayed. When doing this, Houdini then crashes.
I have now tried your suggestion, switched to manual cooking, I applied all the textured shaders onto the objects that I needed, and started rendering. After 15 renders, Houdini crashed again.
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