Forum: Poser - OFFICIAL


Subject: HELP! FireFly locks up.

Tintifax opened this issue on Feb 27, 2004 ยท 14 posts


Mason posted Fri, 27 February 2004 at 9:51 PM

Yeah reduce texture size as much as possible. I have a rule that no texture goes above 1024x1024 unless absolutely necessary and most textures in my renders are 512x512 or 256x256 if I can get away with it. Here's a break down of how bad things can get with memory with various texture sizes. I'm assuming Poser 5 uses 32bit/bit color (rgba). 1024x1024=10485764=4,194,304 bytes 2048x2048=41943044=1,677,7216 bytes 4096x4096=16777216*4=67,108,864 bytes Of course things are cut in half if its 16bit per pixel which I doubt on a rendering engine. As you can see, every time you double the res of a texture you more than square the memory usage. Now I'm assuming here firefly needs to have texture unpacked in ram to rasterize efficently. They may have some scheme to keep them compressed like some video cards do but those algorythms can be fairly slow and most cards accept packed textures through the bus but unpack them in card. Since firefly appears to be a plugin and poser appears to be "sending" stuff to firefly, I'd seriously bet the assets are doubled, one is in poser and one is sent to firefly to render (that's why you see adding objects and adding textures on the render bar). The firefly one disappears when you rerender or exit firefly. Firefly might even cash them, who knows, but I'm betting all resources are doubled when sent to firefly. If you have one of those fancy skin texture sets, check the usage of lipstick, eyeshadow etc. I've bought packages that have a 3000x3000 texture just for the face and yet another 3000x3000 texture for just the eye shadow map. Yeoch! That's 36 megs just for some eyeshadow. Also check all material nodes and make sure you don't have an unused material or material that could use the same material on another part but isn't. For example, I've had figures with a face map but found the nostrils had a map from another figure texture. That's double the texture space right there, just to map some frickn' nostrils. That's real expensive.