Imposible to obtain good result

JavPJavP Posts: 121
edited December 1969 in Daz Studio Discussion

I am beginning to try to put all my patiente again in a new attack with my same old scene not can be finished all this year. . But it is impossible to obtain a reallistic result with the quality level 3.

The 4.5 continue giving crashes and errors it I try to use the level 4. But at least if there is a crash, I can later restart the program, and obtain an error in a second try. I send you the log. What is thte last error ?

+++++++++++++++ DAZ Studio 4.5.0.114 starting +++++++++++++++++
Platform bits: 32
Qt Version: 4.8.1
Running on Windows XP, Build 2600, Service Pack 3
CPU String: GenuineIntel
Stepping ID = 6
Model = 7
Family = 6
Extended model = 1
CLFLUSH cache line size = 64
The following features are supported:
SSE3 New Instructions
MONITOR/MWAIT
CPL Qualified Debug Store
Thermal Monitor 2
x87 FPU On Chip
Virtual-8086 Mode Enhancement
Debugging Extensions
Page Size Extensions
Time Stamp Counter
RDMSR and WRMSR Support
Physical Address Extensions
Machine Check Exception
CMPXCHG8B Instruction
APIC On Chip
SYSENTER and SYSEXIT
Memory Type Range Registers
PTE Global Bit
Machine Check Architecture
Conditional Move/Compare Instruction
Page Attribute Table
Page Size Extension
CFLUSH Extension
Debug Store
Thermal Monitor and Clock Ctrl
MMX Technology
FXSAVE/FXRSTOR
SSE Extensions
SSE2 Extensions
Self Snoop
Hyper-threading Technology
Thermal Monitor
Pend. Brk. EN.
CPU Brand String: Intel(R) Core(TM)2 Duo CPU E8200 @ 2.66GHz
Cache Line Size = 64
L2 Associativity = 8
Cache Size = 6144
Total Physical Memory: 3326 Mb (3488002048)
Available Physical Memory: 2565 Mb (2690068480)
Total Virtual Memory: 2047 Mb (2147352576)
Available Virtual Memory: 1882 Mb (1974149120)
Current Memory Usage: 22%
jue 18. oct 04:48:13 2012
Temp folder: E:/TEMP
Total temp disk size: 953867 Mb, Available: 404849 Mb
Locale: es_ES
No translator found.
Reading style definition C:/Archivos de programa/DAZ 3D/DAZStudio4/resources/style/Main Street.style
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Reading help file C:/Archivos de programa/DAZ 3D/DAZStudio4/docs/DAZ Studio/DAZStudioHelp.dsx
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Scanning import folders
Scanning content folders
Using GLEW 1.7.0
Supported OpenGL extensions:
GL_AMDX_debug_output : NOT INITIALIZED
GL_AMDX_vertex_shader_tessellator : NOT INITIALIZED
GL_AMD_conservative_depth
GL_AMD_debug_output
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_multi_draw_indirect
GL_AMD_name_gen_delete
GL_AMD_performance_monitor
GL_AMD_pinned_memory : NOT INITIALIZED
GL_AMD_query_buffer_object : NOT INITIALIZED
GL_AMD_sample_positions
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_stencil_export
GL_AMD_shader_trace : NOT INITIALIZED
GL_AMD_texture_cube_map_array : NOT INITIALIZED
GL_AMD_texture_texture4
GL_AMD_transform_feedback3_lines_triangles
GL_AMD_vertex_shader_layer : NOT INITIALIZED
GL_AMD_vertex_shader_tessellator
GL_AMD_vertex_shader_viewport_index : NOT INITIALIZED
GL_ARB_ES2_compatibility
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_color_buffer_float
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GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
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GL_ARB_draw_elements_base_vertex
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GL_ARB_fragment_coord_conventions
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GL_ARB_fragment_program_shadow
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GL_ARB_pixel_buffer_object
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GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
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GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_snorm : NOT INITIALIZED
GL_ARB_texture_storage
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GL_ARB_transform_feedback2
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GL_ARB_transform_feedback_instanced
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GL_ARB_vertex_type_2_10_10_10_rev
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GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_meminfo
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_buffer : NOT INITIALIZED
GL_EXT_copy_texture
GL_EXT_direct_state_access : NOT INITIALIZED
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_histogram
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection : NOT INITIALIZED
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_bptc : NOT INITIALIZED
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod : NOT INITIALIZED
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage : NOT INITIALIZED
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_explicit_multisample
GL_NV_float_buffer
GL_NV_half_float : NOT INITIALIZED
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays : NOT INITIALIZED
GL_WIN_swap_hint
WGL_EXT_swap_control : NOT INITIALIZED
WGL_ARB_extensions_string
WGL_ARB_pixel_format
WGL_ATI_pixel_format_float
WGL_ARB_pixel_format_float
WGL_ARB_multisample
WGL_EXT_swap_control
WGL_ARB_pbuffer
WGL_ARB_render_texture
WGL_ARB_make_current_read
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WGL_ARB_buffer_region
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WGL_ATI_render_texture_rectangle
WGL_EXT_pixel_format_packed_float
WGL_I3D_genlock
WGL_NV_swap_group
WGL_ARB_create_context
WGL_AMD_gpu_association
WGL_AMDX_gpu_association
WGL_ARB_create_context_profile
WGL_NV_float_buffer
OpenGL features for current hardware:
OpenGL provider: ATI Technologies Inc.
OpenGL renderer: ATI Radeon HD 5450
OpenGL version: 4.2.11762
Maximum number of lights: 8
Number of auxiliary buffers: 0
Number of texture units: 8
Depth buffer bit resolution: 24
Maximum OpenGL texture size: 16384 x 16384
Current OpenGL Texture Quality Setting: High Quality
RGBA color bitplane resolutions: 8 8 8 8
GLSL version: 4.20
Shadow mapping supported
VBO supported
*** Scene Cleared ***
Loading plug-ins:
aniMate2.dll
dazscriptide.dll
dz3dconnexion.dll
dz3dmouse.dll
dzalignace.dll
dzassetiofilters.dll
dzautofit.dll
dzautoriggerbasic.dll
dzautoshaderbakeractions.dll
dzbrycebridge.dll
dzbvh.dll
dzcolladax.dll
dzcomponents.dll
dzcontentdbeditor.dll
dzcontentlibrarypane.dll
dzcr2exporter.dll
dzcustomizedlg.dll
dzdelightrenderer.dll
dzdformeditor.dll
dzeasyloader.dll
dzexpexporter.dll
dzfbxexporter.dll
dzfbximporter.dll
dzfiguresetup.dll
dzhexagonbridge.dll
dzimageio.dll
dzjointeditor.dll
dzlayerededitor.dll
dzlayerfilter.dll
dzmanualshaderbaker.dll
dzmaptransfer.dll
dzmorphfollower.dll
dzmorphloader.dll
dzmorphloaderpro.dll
dzobjexporter.dll
dzoptitexclothbasic.dll
dzpolygongroupeditortool.dll
dzprimitives.dll
dzpropertyeditor.dll
dzpuppeteer.dll
dzpz3importer.dll
dzrenderedit.dll
dzrenderlibrary.dll
dzrslshadercompiler.dll
dzsavefilters.dll
dzscriptedrenderer.dll
dzscriptedsteps.dll
dzshaderbaker.dll
dzshaderbuilder.dll
dzshadereditor.dll
dzshadermixerbase.dll
dzshadermixergui.dll
dzsmartcontentpane.dll
dzspotrendertool.dll
dztextureatlas.dll
dztransferutility.dll
dzu3dexporter.dll
dzweightmapbrush.dll
dzwinvideo.dll
sdk_sceneinfopane.dll
dzmimicbasic.dll
dzpowerpose.dll
WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout
Total class factories: 1190
WARNING: 3DConnexion Plug-in Error: Could not create Device, CoCreateInstance failed
3D mouse support library could not be loaded.
Creating interface
Successfully created OpenGL viewport for Viewport1.
Successfully created OpenGL viewport for Viewport2.
Successfully created OpenGL viewport for Viewport3.
Successfully created OpenGL viewport for Viewport4.
Executing startup script...
Started in: C:/Archivos de programa/DAZ 3D/DAZStudio4
DAZ Studio Started
Creating Pixel Buffer
Pixel buffer - Width: 1024 Height: 1024
Compiling OpenGL Shader...
Fragment Shader:
Fragment shader was successfully compiled to run on hardware.
Fragment Shader compiled successfully.
Linking Shader:
Fragment shader(s) linked.
Shader Program successfully linked.

*** Scene Cleared ***
*** Scene Cleared ***
File loaded in 0 min 31.7 sec.
Loaded file: Su270013.duf
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Rendering image
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
Compiled C:/Documents and Settings/JavierP/Datos de programa/DAZ 3D/Studio4/shaders/brickyard/{0a244f66-37f4-48ec-9f42-19bc3d8c0613}/shader_Surface.sdl...
WARNING: QString::arg: Argument missing: The renderer encounterd a memory error and the program has become unstable.
Please close and restart DAZ Studio as soon as possible.
, www.daz3d.com
WARNING: shapes\dzfacetmesh.cpp(2418): Index out of range in DzFacetMesh::getMaterialGroup()
Total Rendering Time: 16.82 seconds

«1

Comments

  • MattymanxMattymanx Posts: 6,905
    edited December 1969

    Can you please post a screen shot of what you are trying to render?

    Thank you

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    You have just a little over 2 GB of memory available to use for the scene. You are loading over 50 texture images...some are bitmap or tif...both formats tend to be large files

    If you have complex figures/geometry in the scene, all those images (especially if those bitmaps ARE large) you could very well be running out of memory.

  • JavPJavP Posts: 121
    edited December 1969

    Sorry. I don't know why. But the models and the textures are exactly the same in all the levels. The error said that I must send this to DAZ. I do it, and I believe that is other cause. I can't believe that this models with 6 lights and only 1 camera can be so heavy.

    In the past one of the pieces without a certain cause, was the problem of the crashing. I could begin to erase pieces. But I think that it would be better if this error could say something about what piece is. I have the maximum memory that XP can move. I could arrive to little more deactivating the firewall and antivirus, but the result is the same.

    Thank you.

    Dibujo91.JPG
    1280 x 1024 - 126K
    Dibujo90.JPG
    1280 x 1024 - 187K
  • JavPJavP Posts: 121
    edited December 1969

    Is these normal ?

    GL_AMDX_debug_output : NOT INITIALIZED
    GL_AMDX_vertex_shader_tessellator : NOT INITIALIZED
    GL_AMD_pinned_memory : NOT INITIALIZED
    GL_AMD_query_buffer_object : NOT INITIALIZED
    GL_AMD_shader_trace : NOT INITIALIZED
    GL_AMD_texture_cube_map_array : NOT INITIALIZED
    GL_AMD_vertex_shader_layer : NOT INITIALIZED
    GL_AMD_vertex_shader_viewport_index : NOT INITIALIZED
    GL_ARB_texture_snorm : NOT INITIALIZED
    GL_EXT_copy_buffer : NOT INITIALIZED
    GL_EXT_direct_state_access : NOT INITIALIZED
    GL_EXT_texgen_reflection : NOT INITIALIZED
    GL_EXT_texture_compression_bptc : NOT INITIALIZED
    GL_EXT_texture_lod : NOT INITIALIZED
    GL_EXT_texture_storage : NOT INITIALIZED

  • JavPJavP Posts: 121
    edited December 1969

    Well, again working for DAZ...

    Mountains deleted.
    Pilot deleted.
    Sky deleted.
    Big surfaces deleted.

    Dibujo92.JPG
    1280 x 1024 - 104K
  • JavPJavP Posts: 121
    edited December 1969

    Seems to go.... but NOT. ( What a surprise ).

    Observe the 3delight's error message RI_FOV out of range.

    Who was the genious who made 3delight ?

    It is incredible that DAZ has a so good render in real time into the editor, and a so bad render for output.

    Dibujo93.JPG
    742 x 618 - 61K
  • Norse GraphicsNorse Graphics Posts: 0
    edited December 1969

    If you save the background as a scene separately, the same with the plane and render them each on their own and combine them in Photoshop. The best way to obtain max memory is to close DAZ Studio and restart it clean, load the simple scene (eg., the plane) and render. I think the issue is lack of memory.

  • adamr001adamr001 Posts: 1,322
    edited December 1969

    How big (polygons) is that jet? What's the memory use of DAZ Studio after loading the scene, but prior to rendering (just open the task manager and look at the memory use of dazstudio.exe).

  • Kendall SearsKendall Sears Posts: 2,995
    edited December 1969

    JavP said:
    Seems to go.... but NOT. ( What a surprise ).

    Observe the 3delight's error message RI_FOV out of range.

    Who was the genious who made 3delight ?

    It is incredible that DAZ has a so good render in real time into the editor, and a so bad render for output.

    3Delight is a professional level rendering engine, used in many movies that you would recognize (http://www.3delight.com/en/index.php?page=projects). However, your environment is not conducive to running images to full photoreal levels.

    The first thing to try is to lower the size of the texture images, or switch to procedural shaders where possible. Another option is to install the free 3delight standalone render package, output your scene to .rib, and then render outside of Studio. This will give you the full memory capability of your machine.

    Kendall

  • JavPJavP Posts: 121
    edited December 1969

    Thank you very muh for so much help.

    Norse, yes I think the same. With Vegas I could mix the background with a chrome effect. But as you can see the problem persist only with the plane and plain surfaces.

    Adam, hello. I don't know how to know the number of polygons. The memory DAZ memory ussage prior the render is 609.636 Kb, the virtual memory usage 579.592 Kb and 168 user's objects. During the render, the memory usage arrives to 845.480 Kb, the virtual memory 818.672 Kb, and 188 objects.

    Kendall, the question about 3delight has an old history, and probably about it's C++ libary an core system to avoid not well definded commands. It is not normal to have so breaks in a software. I putted an old problem in Mantis about this same plane, and the problem was finnaly a piece simulating a flame. Reasson ? I don't know why. But deleting it from the scene the problems dissapeared.

    Now there are problems again. The question is that a model maked with Hexagon ( I like very much ) , well viewed too into the DAZ Studio's editor ( I like too ), arrives to a crash at the render moment. At the end I think that the shadow / light process have serious problems with some type of models. The FOV error is an example about 3delight is sending a core error about something that DAZ can resolve, but 3delight not.

    I will try the standalone 3delight. But I would like to use DAZ.

  • JavPJavP Posts: 121
    edited December 1969

    Kendall... I have instaled 3delight but... I don't see how to save the scene in .rib. None in save, save as or the export formats.

    In a new render of the same scene:

    DAZStudio.exe caused UNKNOWN_ERROR in module "C:\WINDOWS\system32\kernel32.dll" at 001B:7C812AFB, RaiseException()+82 byte(s)

    ( Kernel 32 of course, is the core of Windows aborting a bad command )

    EAX=568BE5D0 EBX=53F1EFE8 ECX=00000000 EDX=0D09E020
    ESI=568BE658 EDI=0D09D45C FLG=00000206
    EBP=568BE620 ESP=568BE5CC EIP=7C812AFB
    CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000

    These are the BAD VALUES of that commands that are been sended to the proccesor, and that the core abort to avoid a general crash of the system.

    And the origin:

    RaiseException()+82 byte(s)
    Dz3DelightDll::DSLo_DetailtoStr()+2461689 byte(s)
    Dz3DelightDll::DSLo_DetailtoStr()+2459979 byte(s)
    Dz3DelightDll::DSLo_DetailtoStr()+2219491 byte(s)

    Current Memory Load: 38%
    Total Physical Memory: 3326 MB
    Available Physical Memory: 2037 MB
    Total Page File Memory: 4095 MB
    Available Page File Memory: 4095 MB

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    JavP said:
    Is these normal ?

    GL_AMDX_debug_output : NOT INITIALIZED
    GL_AMDX_vertex_shader_tessellator : NOT INITIALIZED
    GL_AMD_pinned_memory : NOT INITIALIZED
    GL_AMD_query_buffer_object : NOT INITIALIZED
    GL_AMD_shader_trace : NOT INITIALIZED
    GL_AMD_texture_cube_map_array : NOT INITIALIZED
    GL_AMD_vertex_shader_layer : NOT INITIALIZED
    GL_AMD_vertex_shader_viewport_index : NOT INITIALIZED
    GL_ARB_texture_snorm : NOT INITIALIZED
    GL_EXT_copy_buffer : NOT INITIALIZED
    GL_EXT_direct_state_access : NOT INITIALIZED
    GL_EXT_texgen_reflection : NOT INITIALIZED
    GL_EXT_texture_compression_bptc : NOT INITIALIZED
    GL_EXT_texture_lod : NOT INITIALIZED
    GL_EXT_texture_storage : NOT INITIALIZED

    Yes, that is normal...those are features of OpenGL that your video card doesn't support.

    Adam, hello. I don't know how to know the number of polygons. The memory DAZ memory ussage prior the render is 609.636 Kb, the virtual memory usage 579.592 Kb and 168 user's objects. During the render, the memory usage arrives to 845.480 Kb, the virtual memory 818.672 Kb, and 188 objects.

    If everything had enough memory, then you would NOT be using ANY virtual memory. You don't have any other items listed...the Content Management Service is going to be using memory, so are whatever other Windows processes that are running. The root of your problem, to all appearances, is memory related.

    And if the scene used to work, before 4.x...there is one other possibility. You could have a stick of RAM going bad...

  • Kendall SearsKendall Sears Posts: 2,995
    edited December 1969

    JavP said:
    Kendall... I have instaled 3delight but... I don't see how to save the scene in .rib. None in save, save as or the export formats.

    In the advanced render settings: render to RIB

    Give the RIB a name and path.
    Render the scene. You'll get a blank render area, ignore this. Once the progress dialog closes, exit DS and use the renderdl program on the RIB file you just created.

    Kendall

  • JavPJavP Posts: 121
    edited December 1969

    Thank you mjc:

    About the memory, the virtual memory is the base of Windows. Is the key to use programs like graphic programs in WIndows. All in Windows uses virtual memory. No one program can work out of this cache. The rest of procceses are of much lower memory usage.

    About the bad stick... well... I can play videogames that consumes much more memory, Vegas Studio to create movies.... and all is fine. But.... yes. It can be a solar storm too.

    Javier

  • JavPJavP Posts: 121
    edited December 1969

    Thank you Kendall, I will proove it.

  • Kendall SearsKendall Sears Posts: 2,995
    edited December 1969

    JavP said:
    Thank you Kendall, I will proove it.

    Just out of curiosity... where did you get the jet from? I'd like to try to see if I can replicate your results.

    Kendall

  • JavPJavP Posts: 121
    edited December 1969

    I made it all from cero with Hexagon Kendall. Like the terrains. There are one year of work there.

    You can see the evolution here, and a "LEVEL 3" RENDERING.

    http://www.facebook.com/javier.povedano.v

    Good fly.

  • Kendall SearsKendall Sears Posts: 2,995
    edited October 2012

    JavP said:
    I made it all from cero with Hexagon Kendall. Like the terrains. There are one year of work there.

    You can see the evolution here, and a "LEVEL 3" RENDERING.

    http://www.facebook.com/javier.povedano.v

    Good fly.

    Well, I guess I can't try to replicate the error :-) Nice model!

    Looking back at your previous post. You're going to want to remove everything in the valley behind the first line of mountains, as well as the backside of the 2nd. Those polygons are nothing but wasted memory. LOTS and LOTS of wasted memory by the looks of the detail. They aren't going to help your render in any way.

    Also, since you are doing an aerial set, you should run the renders in 2 passes. First pass without the jet, and the 2nd without the hills. Then use a 2d bitmap package to overlay the jet onto the landscape. Since there are no shadows this will save you HUGE amounts of time. Running 2 passes will take less time than 1 pass with everything.

    Just some friendly advice from someone who also likes to do extremely detailed renders.

    ALSO: Switch your distance lights off of shadow maps and to raytracing @ no more than 1 bounce for the landscape render. In the newer versions of 3DL raytracing is going to use fewer resources and render faster than the shadow maps.

    Kendall

    Post edited by Kendall Sears on
  • JavPJavP Posts: 121
    edited December 1969

    Ok. I will proove it.

    Let me 40 hours for sleep, work in my other but official and real work, and attack again this problem.

    Thank you again for to be there.

    Javier

  • SzarkSzark Posts: 10,634
    edited December 1969

    Also I wouldn't rely on the Render Quilaity Presets can we see all you Advanced Render settings please

  • adamr001adamr001 Posts: 1,322
    edited December 1969

    Yup, that's the next bit of info we need. A screenshot ideally of the entirety of your advanced render settings tab would be perfect.

    DAZ Studio is quite capable of rendering massive images. It's something of a hobby of mine to "push" DS to its limits. Some of the largest renders I've done have used nearly 12GB of RAM.

    This one is about 6.6GB of RAM http://adamtls.deviantart.com/art/The-Dragon-Battle-205847981 during rendering.
    This one is almost 11.3GB of RAM during rendering... http://adamtls.deviantart.com/art/Adventure-Classics-04-Redux-173248510

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    adamr001 said:
    This one is almost 11.3GB of RAM during rendering... http://adamtls.deviantart.com/art/Adventure-Classics-04-Redux-173248510

    Where's the kitchen sink?

  • prixatprixat Posts: 1,588
    edited December 1969

    hexagon should be able to tell you the polycount.

    It looks nicely detailed!:-)

  • SzarkSzark Posts: 10,634
    edited October 2012

    prixat said:
    hexagon should be able to tell you the polycount.

    It looks nicely detailed!:-)

    So can Daz Studio via the Scene Info Pane. It will show what the scene polycount (faces) is or what the count is for a selected object.
    Post edited by Szark on
  • adamr001adamr001 Posts: 1,322
    edited December 1969

    mjc1016 said:
    adamr001 said:
    This one is almost 11.3GB of RAM during rendering... http://adamtls.deviantart.com/art/Adventure-Classics-04-Redux-173248510

    Where's the kitchen sink?It's under water, drain was plugged up. ;)

  • JavPJavP Posts: 121
    edited December 1969

    Thank you.

    The render parameters are the default for level 4, except the 16:9 format with res 1024 x 576.
    The information of the original scene:

    Nodes : 114
    Lights : 4
    Cameras : 1
    World-Space Modifiers : 0

    Scene Geometry :
    Total Vertices : 2132702
    Total Triangles : 636826
    Total Quads : 1769776
    Total Faces : 2406602

    The information of the 1st scene that I can render deleting objects:

    Nodes : 60
    Lights : 4
    Cameras : 1
    World-Space Modifiers : 0

    Scene Geometry :
    Total Vertices : 737727
    Total Triangles : 94544
    Total Quads : 668098
    Total Faces : 762642

    In any case I see that i am not the only one with these problems, and I see somebody exactly width the same error:

    http://www.daz3d.com/forums/discussion/5940/
    http://www.daz3d.com/forums/discussion/10118/
    http://www.daz3d.com/forums/discussion/5940/P15

    Javier

  • SzarkSzark Posts: 10,634
    edited December 1969

    Well if you are using the Defualt render setting then there is problem one, hence way we asked for a screen shot like the one below.

    Anyways 2 million faces (polygons) are way too many foir your computer to handle.

    AdvancedRenderSet.jpg
    414 x 888 - 204K
  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,237
    edited October 2012

    I'd suggest turning all of the texture maps off in the surface tab then saving as a new file. Quit Daz Studio and maybe reboot your computer. Restart then Load the new scene with no texture maps and attempt a render. This will at least let you know if the issue is with geometry or with the texture maps.

    Though I agree with Szark 2 million is pretty heavy

    Post edited by Design Anvil - Razor42 on
  • Kendall SearsKendall Sears Posts: 2,995
    edited December 1969

    JavP said:
    Thank you.

    The render parameters are the default for level 4, except the 16:9 format with res 1024 x 576.
    The information of the original scene:

    Nodes : 114
    Lights : 4
    Cameras : 1
    World-Space Modifiers : 0

    Scene Geometry :
    Total Vertices : 2132702
    Total Triangles : 636826
    Total Quads : 1769776
    Total Faces : 2406602

    The information of the 1st scene that I can render deleting objects:

    Nodes : 60
    Lights : 4
    Cameras : 1
    World-Space Modifiers : 0

    Scene Geometry :
    Total Vertices : 737727
    Total Triangles : 94544
    Total Quads : 668098
    Total Faces : 762642

    In any case I see that i am not the only one with these problems, and I see somebody exactly width the same error:

    http://www.daz3d.com/forums/discussion/5940/
    http://www.daz3d.com/forums/discussion/10118/
    http://www.daz3d.com/forums/discussion/5940/P15

    Javier

    You're not likely to get 2.4 million faces rendered in a 32 bit environment with textures. There's not enough memory space available. This isn't a DS or 3Delight issue, just an issue of too much geometry for the environment.

    If it isn't in your viewport, delete it from the scene. Seriously. You've got a whole bunch of poly's that are doing nothing for you except using memory.

    Kendall

  • JavPJavP Posts: 121
    edited December 1969

    As I show you, the 1st frame that I can render at 4 level has this:

    Scene Geometry :
    Total Vertices : 737727
    Total Triangles : 94544
    Total Quads : 668098
    Total Faces : 762642

    Well, I have other scene width Michael 4 and a flight swit. All from DAZ content. The question is that only this combination have 246.000 faces. Put 3 pilots together and you will be out of limits. Or add a vehicle, a background, a second person and you will be again in the limits. This not seems to me very serious.

    Kendall, yes. Shure that there is a lot of faces that can be deleted. But there are a lot of them that had to be putted to force to DAZ to understand surfaces that were perfectly in Hexagon, but not well displayed later by DAZ. Other part are an effort to make a model that can be used for very nearly takes too, and of course the rest are my own mistakes.

    The question is that I am very, very, very tired to solve problems since June, to arrive to a no exit way. I will not redesign all... for memory limits... or from my point of view, software limits.

    What machine will I need and what OS to render this in quality 4 ? I have a server with W2008, perfect to avoid memory limits, but it's funny. Daz does not can be used into. Seriously. I will buy it.

    I send you the only scene that I can render at this moment. No mountains, no sky, no surfaces. no pilot, no seat, no cupule, no tails, no flames, no, no, no, no.... nothing.

    Javier

    aaad.jpg
    1024 x 576 - 69K
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