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headus 3D scans

malloc failed error

 
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Ales Dlabac



Posts: 6
Joined: 19 Jan 2006

PostPosted: Mon Aug 17, 2009 7:17 am    Post subject: malloc failed error Reply with quote

Hi,

I have problem with loading obj file. UVlayout always crash saying it hasn't enough memory but task manager shows me something around 3Gigs used and 5Gigs free. It seems we have problem with 32bit windows limit? So my question is if UVlayout exist in 64bit version or is there some workaround?

Thank you


Ales
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headus
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Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Aug 19, 2009 7:20 pm    Post subject: Reply with quote

Or it could be a bug. How many polys are in the file you're trying to load? It would
have to be a lot to push ram usage to the 32bit 3Gb limit (over a million) and
that many polys would be hard to work with anyway if they did manage to load.

If your scene really is that big, I'd recommend loading and flattening it a bit at
a time.

Phil


Last edited by headus on Wed Aug 26, 2009 8:28 pm; edited 1 time in total
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Ales Dlabac



Posts: 6
Joined: 19 Jan 2006

PostPosted: Thu Aug 20, 2009 3:42 am    Post subject: Reply with quote

I have to correct myself it is not crashing on 3Gb limit actually cyslicep.exe crash when takes 815Mb.

This model has 560320 quads. No polys with more than 4 points.


The exact error is "Problems slicing. Check console for error."

And console says " uvlayout: malloc(502046720) failed. Ran out of free memory?"



Any idea?
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dirtydog



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Joined: 12 Apr 2008

PostPosted: Sat Aug 22, 2009 11:30 am    Post subject: malloc error Reply with quote

Hi
I have the same problem since i moved to vista x64 and i have 24g of memory and low poly counts on models.
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headus
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Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Aug 26, 2009 8:27 pm    Post subject: Reply with quote

Sorry, been away, but are back in the office now.

"This model has 560320 quads"

Yeah, I'd say that was too much at once. Its already on 815Mb, and
is trying to grab another 502Mb, which takes it up to 1.3Gb. With
fragmentation, that could easily be pushing the 3Gb per-process limit.

You'll need to split it into two halves and process each one separately
I'm thinking. If you don't mind me asking, why so many quads?

Phil
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valurik



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Joined: 13 Mar 2013
Location: Ukraine

PostPosted: Tue Sep 29, 2015 3:26 am    Post subject: Reply with quote

also have encountered this problem several time.

I presume that any part of mesh that heavier than 100 000 is not really workable.

But would have been cool to have opportunity to load huge meshes.

Sometimes I work on model that goese around 700k-1million polygons.
And I need to layout them to one map.

And Headus tools are far more friendly that for example mayas for this task.

So yep. Function of loading huge models would have been timesaving)
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headus
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PostPosted: Tue Sep 29, 2015 4:33 pm    Post subject: Reply with quote

Is your 1mill poly model one single object (e.g. a mountain) or a big scene made up of many objects (e.g. a city)?

If its many objects, you can still use UVLayout by feeding it a bit at a time. Make use of the "Set Size" feature so you have a fixed UV scale across the whole model, and you just have to keep track then of what tiles you have used up to avoid overlaps.

Phil
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valurik



Posts: 5
Joined: 13 Mar 2013
Location: Ukraine

PostPosted: Tue Sep 29, 2015 10:35 pm    Post subject: Reply with quote

Thanx for reply and advice.
I've already figured out several ways around.
But still, it would have been much more comfortable to make eveything inside Layout).
Nevertheless, thank you)
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