Hi, I was trying to render this big foolish 2500x3000 image of my character.
The character takes around 1.4 GB of ram to render. I´ve got 2GB, so there´s no problem with that. In fact I´ve done lots of renders and It has always worked fine.
Well what happens is that when the render finishes the image is lost, if I try to zoom in the rendered image from the render window everything vanishes. When I try to save the image from the buffer Blender tells me that there is no renedered image.
I also tried to set an output file for the render, but when it finishes rendering and tries to save the image Blender just Crashes.
My page file is about 4GB. Besides, I tried rendering the same image in 2000x2000 and it worked well.
But well, what I want to do is to make a 2500x3000 image.
I played with the save buffers and free textures options but nothing worked.
To sum up, the thing is that the image renders just fine, but Blender loses it when it finishes rendering.
Set your render buttons under the Anim to start 1 and end 1, and use the Anim button to render. This saves the image to your temp directory automatically, as it does with animations set to single frames of png or tga for compositing. I had a similar problem, but I was rendering far larger thatn that, so I used the camera shift to move the camera view inside the camera, and rendered out a smaller width and made multiples that overlapped. I recomposited in photoshop, and saved as a final image there.
Are you using windows? If so, 1.4 might be too close to the actual ceiling for useable ram - 2 gig is the limit, but that includes operating system requirements so is less than 2.
mmmmm…thanks, yes I used the Anim Button, and it crahsed when attempting to save to disk.
It´s like if blender did not free the Ram memory after rendering, so it just can´t save the image.
Select the camera, and look at the bottom of the camera settings in the button window. You’ll see a button that shows Shift X and Shift Y. If you have already set your render to 1000 x 3000, then you will see the dotted lines in your camera view - you can adjust the Shift X and Shift Y to move the dotted area inside your camera frame, and render from the exact same condition. Make sure you overlap a little when you set your render area on the second and third render - you’ll figure it out, heck, you got the ORB stuff worked out already
Also, are you using AO for your render? I found out the hard way that I could substitute a mix of area lights and shadow buffer spots to imitate it, and ease up the calculation for the same image. My image that I was rendering was 6000 x 8000, so I split it in intervals of 2000 x 6000, and overlapped it for the compositing.
I just did some ED repros and had to revisit how to do massive renders (3M polys) - i updated the wiki on save buffers and the mysterious link to XYParts - http://wiki.blender.org/index.php/Manual/Output_Options - it really helped me.
So thank you again, Papa, that makes sense. I guess it would be a matter of making sure the image is divisible correctly for the bucket count. Now to figure the math for an easy compute
You’re welcome, Craig. It made NO sense to me so I sat down and figured out what the heck it was doing (largely by trial and error) and then thought "I bet this is yet another Blender thing that no one else really has figured out (except the coder) so after a few hours in between actually trying to work on a video tutorial, bingo. I got it - Yet Another Mystery Solved YAMS. YAMS YAMS YAMS. SPAM.
But I still can’t get a full HD resolution image of Scene 7 Shot 4 Emo Flips Out to render on my 2G machine, which makes me purpler mad.
I thought you’d be rendering different layers at a time and compositing back on that? Now you’re scaring the little smurfs :eek:
So it would be easier on the 'puter to swap back to rendering 1 x part and 1 y part for a single frame if the render is odd? I ask because it takes me awhile to make even simple calculations, and I still don’t understand the aspect ratios we discussed a few months ago…
Side note, are you going to use a lot of ED in your videos now? Shweet!
yes! that 3Mill poly is just Proog and Emo!!! if you look at 07_04, you will see there are two renderlayers, Characters and Tile Room. I’m having issues on my little old X2 with 2G Vista rendering above 50%. I know we had this discussion when ED came out as to how to replicate the render, and there wasn’t a lot to go on, since a farm was used, and I can really only kill Quicktime, halt BURP, but I am running about 35% RAM used just idling, and I think that “little” bit is the straw that is breaking the camel’s back.
jpbouza, assuming you are using 32bit Windows 2000/XP. There is a technical limitation that does not allow you to use more than ~1,3GB of RAM per application in Windows. What you have to do is download this special blender build with ‘largeadderssaware’ http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=419
and then add the /3GB switch to the Windows boot loader. Google around if you are not sure how.
WIth those two tweaks done, you can use up all that 2GB of memory (and page files) for Blender.