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What is Compiling Mesh/voxelizing all about?
Posted: Wed Dec 15, 2010 11:32 am
by GregP
Hi there, can someone help me out with this? I'm trying to get to understand what is compiling mesh/ voxelizing all about, why is it a stage at which octane sometimes crashes and sometimes not, and what to do to avoid this issue? Are there any dos and donts when exporting to obj that you shold bear in mind? I have some very simple projects (in terms of number of polygons) that when loaded cause octane to crash at voxelizing stage, but at the same time some other much more complicated projects load properly..so I'm quite confused with this.. I tried to swap cuda drivers to older versions but it doesn't seem to make any difference. I work with blender if that's relevant, would be grateful for some advice.
Re: What is Compiling Mesh/voxelizing all about?
Posted: Wed Dec 15, 2010 11:57 am
by mib2berlin
Most of the times it is a export problem. Du you use the blender export script?
There in the advanced settings are the export settings, take a look to this.
Or take a look to the manual.
Cheers mib
Re: What is Compiling Mesh/voxelizing all about?
Posted: Wed Dec 15, 2010 12:03 pm
by matej
Maybe cleaning your mesh would help - ie. removing lone vertices, doubles, etc.
Re: What is Compiling Mesh/voxelizing all about?
Posted: Wed Dec 15, 2010 12:26 pm
by GregP
mib2berlin wrote:Most of the times it is a export problem. Du you use the blender export script?
Excellent, that was it I guess, I used the script and it went through voxelizing smoothly! Previously I just selected meshes and exported them to obj without using the script. Don't know where the difference lies, but it's working so I'm happy. Thanks!:)
Re: What is Compiling Mesh/voxelizing all about?
Posted: Thu Dec 16, 2010 2:42 am
by radiance
It's usually because you're process runs out of memory.
If you're running a 32bit operating system you have a low amount of memory per process available, in practice no more than 1.2-1.4GB.
As octane needs to build some heavy voxel data to accelerate rendering on the GPU it's usually not enough for large scenes.
Installing a 64bit OS removes this limit.
Radiance
Re: What is Compiling Mesh/voxelizing all about?
Posted: Fri Dec 17, 2010 4:48 pm
by adrencg
I would recommend to anyone that uses 32 bit OS in 3d programs to switch over to 64. It makes a huge difference in performance, and the ability to use more than 4GB of ram can't be bad. I've heard some complain that they can't afford to -- which I don't understand, as it's not more expensive -- but the time lost to lack of performance costs more money in the long term if you're a professional.
Not referring to the original poster, just a general comment.