Beta 0.72 / 0.79 (SDK 1.20) - Obsolete

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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aoktar
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dinf wrote:Hi again,
Cinema crashes while rendering an animation because of RAM overflow. Not the VRAM! This is about 1GB while rendering. RAM usage is exceeding limit while rendering frame by frame until Cinema crashes. In the picture you see the line between the renderings, going up.
Image

The scene contains static objects and keyframe animated and a huge count of baked dynamically animated objects. I first tried "Update Materials Every Frame" and "Update Meshes Every Frame" and gave all animated objects the Object Tag with different numbers. So it is starting to render fast every frame, but the main RAM flls up after a bunch of frames and is shutting down Cinema. After a while, some render instance objects weren't rendered anymore.
So I tried the "Full update Scene" option. Starting to render each frame now takes a minute longer due to the complete scene export, though RAM is also exceeded like seen in the above picture. I'm wondering about that since exporting every frame should empty more RAM in between the exports (I think the down pikes), right? But it does only a bit and fills up RAM every frame a bit more until it crashes after some frames.

I can restart the rendering at this point for the next 20 to 40 frames. And so on. This means, RAM could be cleared up more between exporting and rendering, otherwise it would be exceeded immideately after restarting Cinema. Is there another way to control the RAM usage?
Please, try with objecttag with mesh no 1 on dynamic obect for seeing different. I'm going to check ram usage also
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dinf
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aoktar wrote:Please, try with objecttag with mesh no 1 on dynamic obect for seeing different. I'm going to check ram usage also
Hi aoktar, objecttag is on every moving objectgroup. Does it have to be "1"? I used from 1 to 5 for different moving groups.
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aoktar
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dinf wrote:
aoktar wrote:Please, try with objecttag with mesh no 1 on dynamic obect for seeing different. I'm going to check ram usage also
Hi aoktar, objecttag is on every moving objectgroup. Does it have to be "1"? I used from 1 to 5 for different moving groups.
you can go from 1 to 8. every number use seperate buffering on memory.
I must see what is the different with only 1.

EDIT: another question:
Your object count is static or increasing by the time?
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dinf
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The count is changing, increasing first. It is fed by an emitter, builds a stream of objects wich are deleted one by one at the end. The objects are not seen in the first 400 frames but have to be played to avoid cache errors. The described memory errors are in the 400 frames. And later on as well if the emitters are the reason.

It is working right now since I deleted a bunch of polygons and objects wich were inwards and unseen. So I cannot check the "1" at the moment.
Btw, I tried the "Update X Every Frame" parameters with less polygons also. As before, a cloned object was exchanged by another object after some frames. I think I didn't wrote it in last reply because I thought this is due to lack of memory also. No idea, but it isn't.
Because of enough memory, rendering with "Full update Scene" is working well at the moment so I let it go until the memory is full again and will test the "1" then.
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dinf
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aoktar every object tag on 1 leads to filling RAM also.
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aoktar
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dinf wrote:aoktar every object tag on 1 leads to filling RAM also.
I don't think we have any memory leak for this. Also i have tested again, no any problem.
what is the ram usage on frame which has most objects and polygon? You can reach ram limits on this frame. Also try with only static meshes to see ram usage.
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aoktar wrote:I don't think we have any memory leak for this. Also i have tested again, no any problem.
what is the ram usage on frame which has most objects and polygon?
What do you mean with "wich frame"? The ram seems to be defined by the polygon- and object-count in the scene, hidden or not. Otherwise it is not explainable to me why deleted objects and polygons wich are definetely not seen by the camera, either behind a wall or in the back of the camera, would reduce the useage of ram while exporting dramatically.
In contrast to C4D's AR the ram usage is clearly rising overall and also frame by frame. The frame by frame ram growing is about 0,125% in this scene (5% in 40 frames). And: lets say a 40 frame rendering rises up to 50% memory usage. Now I close Cinema, restart it and start rendering at the end of these 40 frames. Depending on how long the rendering was doing before, the ram usage is now about 45% in first frames, not the 50% where it ends. So there is no measurement of "real" ram amount because it depends on frames rendered.

This is AR rendering ram usage. You see the constant ram from frame to frame
Image
Same scene, same frames. And a bunch of objects are deleted.
Image

And here's the difference between both. On the left some frames in C4D, then starting same scene in the Octane scene wich has less polygons on the right.
Image

From that on, every frame increases ram usage. If it helps, I try to build and upload a smaller version of this scene for you.
But it would be that small that it won't shut down cinema anymore while rendering like in my last questions.
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aoktar
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dinf wrote: From that on, every frame increases ram usage. If it helps, I try to build and upload a smaller version of this scene for you.
But it would be that small that it won't shut down cinema anymore while rendering like in my last questions.
yes please. Because i cannot reproduce your problem.
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indexofrefraction
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mate wrote:How to access/setup the new features of 1.20, such as architectural glass from within Cinema?
yes.. is it possible?
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dinf
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Thank you very much for your time and help aoktar. I'll pm you with the download link as soon as the scene has been uploaded.
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