Fri, Nov 8, 12:38 AM CST

Renderosity Forums / Virtual World Dynamics



Welcome to the Virtual World Dynamics Forum

Virtual World Dynamics F.A.Q (Last Updated: 2024 Nov 05 5:09 pm)




Subject: not enough memory...


Writers_Block ( ) posted Wed, 25 May 2016 at 1:45 PM ยท edited Thu, 07 November 2024 at 10:02 PM

Presuming that 'Not enough memory size, you must change the parameters!' is a VWD only error. Sent via Daz Bridge.

Just experimenting, so only one figure and one item on the figure, which triggered the error. I presume I'm doing something wrong; any suggestions?


VirtualWorldDynamics ( ) posted Wed, 25 May 2016 at 2:22 PM

This message says that too many springs have been generated. A limit has been defined to not exceed too many springs for the calculation. This limit is about 30 millions springs. A computation made with 100 millions springs would be very slow and almost unusable.

The problem appears during a rigidification by neighborhood for clothes or for hair. There is a possibility to reduce the number of springs using the "distance min" value. In this case, the springs are generated for vertices having a distance higher than the min distance value and lower than the distance value. This possibility allows to reduce the springs count without changing a lot the simulation.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Writers_Block ( ) posted Wed, 25 May 2016 at 3:08 PM

It was a skirt, the item.

Would sub-d make a difference?


Smaker1 ( ) posted Thu, 26 May 2016 at 1:17 AM

@Writers Sub-d will increase the number of springs. But in Poser I think it doesn't change because the sub d is only on render (not sure!) with DS plug it's the subdivised object that is used in VWD

@VWD: what's the best combination for result. Less vertices and low distance min or more vertices and higher distance min (0.9)? Or does the distance min has no impact on quality simulation so the number of vertices is the more important


VirtualWorldDynamics ( ) posted Thu, 26 May 2016 at 2:01 AM

The subdivision function must be used mainly if the mesh is too large and the collision object goes through the cloth. It can be used to change the behaviour of the cloth. The cloth becomes less stiff.

This error happens rarely with a cloth without small parts. Generally, it is not the cloth parts which generates this error, these are small parts which are meshed very finely, like a Buckle or jewelery. In this case, the min distance function works fine. If the mesh has many vertices like some new hair, it is difficult to find a perfect solution in the program as it is now. The best way would be to make a mesh reduction in another program and reimport the mesh in VWD. This decimation function is a function that I will write in VWD.

@Writers_Block : could you give me the name of the skirt which generates this error.

@Smaker1 : to reply to your question, the best way is to only use the min distance to correct small parts. If it is the mesh itself which has too many vertices, the min distance function will reduce the quality of the simulation. In this case, the mesh reduction is the best way.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Smaker1 ( ) posted Thu, 26 May 2016 at 5:22 AM

My mistake : wasn't thinking of the subd in VWD but subd in Poser or Daz!

So If I have a clothe that is far under the memory limit, I can try a subdivision in DS to have a better simulation result? My idea is the rise the definition of old clothes with subd (in DS). For example if the simulation for one clothe subdivision level 1 with dist min to 0.5 is better than the same clothe subdivision level 2 with dist min to 0.9. Let's stay at subd level 1


Writers_Block ( ) posted Thu, 26 May 2016 at 8:40 AM

VirtualWorldDynamics posted at 12:25PM Thu, 26 May 2016 - #4270495

The subdivision function must be used mainly if the mesh is too large and the collision object goes through the cloth. It can be used to change the behaviour of the cloth. The cloth becomes less stiff.

This error happens rarely with a cloth without small parts. Generally, it is not the cloth parts which generates this error, these are small parts which are meshed very finely, like a Buckle or jewelery. In this case, the min distance function works fine. If the mesh has many vertices like some new hair, it is difficult to find a perfect solution in the program as it is now. The best way would be to make a mesh reduction in another program and reimport the mesh in VWD. This decimation function is a function that I will write in VWD.

@Writers_Block : could you give me the name of the skirt which generates this error.

@Smaker1 : to reply to your question, the best way is to only use the min distance to correct small parts. If it is the mesh itself which has too many vertices, the min distance function will reduce the quality of the simulation. In this case, the mesh reduction is the best way.

The Manga style outfit, I think it's meant to be.

http://www.daz3d.com/school-girl-for-genesis-2-female-s

I've had both the skirt give the error when only it was on the G3F, and the blouse with the skirt set as a collision object.

I had to reduce the default settings to get them to work; I've tried both both vertices extension and neighbourhood.

test01.jpg

My first success. The hair seems to have issues, or my understanding of VWD does. :)


VirtualWorldDynamics ( ) posted Thu, 26 May 2016 at 11:18 PM

@Smaker1 : For me, the "min distance" function is a correction function. Its goal is not to be used in "normal" simulation because it generates less uniform stiffening. Subdivision will not generate better simulations, it will generate softer simulations. If the character is in a pose where the cloth must fold a lot, a subd cloth will react better. For a long historical gown which ask rigidity, the mesh have not to be too fine.

@Writers_Block : The skirt movement is perfect. The result is better than a conforming cloth, don't you think. For the hair, visibly, some vertices are tied to the character by springs. At first glance, you just have to use a hanging distance higher than 0.5 because the hair seems to be a bit high over the head. All the other parameters should stay at the default value. What parameters have you used for this simulation?

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Writers_Block ( ) posted Fri, 27 May 2016 at 7:54 AM

For the hair, default I think it was. I noticed that the hair seemed to have parts that 'stretched'. as though was very little or no geometry; might just be an item that is not suitable.

I've had more success with other hair. I'll post a render I did, that I never posted anywhere as I didn't like the hair, once I've redone it.

And yes, I hate conforming - so much work to get it looking not so good. Early days with VWD, but loving it.


VirtualWorldDynamics ( ) posted Fri, 27 May 2016 at 3:28 PM

@Writers_Block : I also don't like conforming clothes and conforming hair. Looking at your hair, It seems that your vertices selection was too large. Like if you had selected the top of the character. Have you used one preset defined in the interface? I want to create a tutorial that explains the vertices selection for hair.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Writers_Block ( ) posted Fri, 27 May 2016 at 5:16 PM

No as I use G3, and and they are G2, Genesis and V4; I manually select them.

001.jpg

It's an oldish one I did, and could never get the hair good.

I'm pretty happy with this - hair at least. I've just noticed a couple of issues I need to address before I post it somewhere.


DaremoK3 ( ) posted Fri, 27 May 2016 at 10:19 PM

Love the image above, Writers_Block. The hair looks natural great.


Writers_Block ( ) posted Sat, 28 May 2016 at 1:54 AM

DaremoK3 posted at 7:53AM Sat, 28 May 2016 - #4270707

Love the image above, Writers_Block. The hair looks natural great.

Thanks, I had to tweak it to get some strand floaters, and couldn't get many. It's this http://www.daz3d.com/taia-hair-for-genesis-3-female-s iirc.


Smaker1 ( ) posted Sat, 28 May 2016 at 11:29 AM

Wondeful image Writer! I confirm I also like the hair ๐Ÿ˜ƒ Could you detail your process/parameters for the hair?


Writers_Block ( ) posted Sat, 28 May 2016 at 4:51 PM

Sure it's tough on memory; had about 31 million springs. I had to reduce the settings and sub-d to one - it was at 2 which is why I initially had issues; I discovered that sub-d could be an issue. :)

I think it was this hair that worked better with sub-d at one, and not zero.

http://www.daz3d.com/taia-hair-for-genesis-3-female-s

I set it up in VWD default (use vertices neighbourhood), but I had to reduce the Distance; probably 3 or 4. If you change any settings just remeber to apply the settings not just click on the hair.

When selecting the verts in, when doing hair parameters, I go for around 800-1000. (I use G3F/M btw.) It seems to be working for me so far.

What takes the time is letting it run; hair seems to generate a lot of springs; using a different hair as I'm typing and that has 19,814,575 springs. Once it's started to settle I start dragging pieces about to get the shape I want. There is a little lag so takes a few minutes.

And as I get parts to the shape I want, I use Fixed Vertices under Verices Groups to stop them moving when I'm adjusting other parts.


Smaker1 ( ) posted Sun, 29 May 2016 at 3:29 AM

Thanks for these info Writer, I must really try some hair simulation. What was the gravity?


Writers_Block ( ) posted Sun, 29 May 2016 at 3:50 AM

Smaker1 posted at 9:49AM Sun, 29 May 2016 - #4270784

Thanks for these info Writer, I must really try some hair simulation. What was the gravity?

Default. I never changed it.

I'm considering loading a hair into blender and reducing the polygons. I can always increase subd if needed. might be worth a shot.


Smaker1 ( ) posted Sun, 29 May 2016 at 4:56 AM

OK. Do you have and tried with Decimator plug in DS? I could make a test later this WE


Writers_Block ( ) posted Sun, 29 May 2016 at 6:18 AM ยท edited Sun, 29 May 2016 at 6:20 AM

test.jpg

Well I tried reducing the geometry, and it works, but not sure if the issues are from the reduction, or something else.

I had about 30 million springs after importing at a distance of 0.3 (default is 0.5); after reducing the geometry there were just less than 30 million springs at default settins, and reducing to 0.4 gave about 2.5 million.

One curious thing I noticed; some of the hair went missions. the hair at the back should be longer. It is missing about 20cm (8 inches perhaps).


VirtualWorldDynamics ( ) posted Wed, 01 June 2016 at 3:15 PM

@Writers_Block : your renderings are really superb. I like clothes simulations but I love realistic hair simulations. Thank you for these renderings.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Writers_Block ( ) posted Wed, 01 June 2016 at 6:12 PM

I'll hopefull post another tomorrow. That hair I took into blender, just wouldn't quite work properly.Maybe I'll try again, once I've more experience of VWD.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.