Are your exr files scanline?  I have seen large memory use like this when
nuke is caching in tile based exr files.

-----
Deke Kincaid
Creative Specialist
The Foundry
Mobile: (310) 883 4313
Tel: (310) 399 4555 - Fax: (310) 450 4516

On Wednesday, June 19, 2013, Ryan O'Phelan wrote:

> I'm running out of memory on the farm on one of my comps.
> I don't remember running into this kind of thing with a comp of this size
> on nuke 6.3x and I'm wondering if I have missed something.
>
> I've precomped all the branches that I can.
>
> I've also turned off all postage stamps.
>
> I've also tried turning down the cache memory usage to 10%, along with
> turning all memory settings to very low.
>
> Renders consistently run out of ram on the farm. The farm nodes have 16GB
> RAM.
> On my comp station, this comp eats 22GB of RAM, until I clear the buffers.
>
>
> It's a somewhat large comp. 781 nodes. 762 channels. About 75 read nodes
> (reads are CG passes)
> HD inputs are between 2MB/frame and 8MB/frame
> Rendering zip1 16 half EXR
>
> Environment:
> Windows 7
> Nuke 7.0v6
> same config on farm, except 16GB RAM
>
>
> Looking at my buffer report, I'm noticing a large amount of ChannleMerge
> nodes reporting memory usage of 300-400MB each. For example:
>
> ChannelMerge
>
> total usage: 339MB
>
> user data:
>
> cacheRegion 1920x1080
>
> channels
>
> [... lots of channels listed here ...]
>
> usage 100%
>
> lossage 19
>
> weight 0x0
>
>
>
> another example:
>
>
> ShuffleCopy
>
> total usage: 247MB
>
> user data:
>
> cacheRegion 1928x1088
>
> channels
> extraTex_vrayUserColor_restaurant01.g,nigel.body,props.dump,lloyd.body,linus,extraTex_vrayUserColor_set03.r,reflect.red,reflect.green,reflect.blue,refract.red,refract.green,refract.blue,specular.red,specular.green,specular.blue,GI.red,GI.green,GI.blue,SSS.r,SSS.g,SSS.b,diffuse.r,diffuse.g,diffuse.b,lighting.red,lighting.green,lighting.blue,extraTex_vrayUserColor_interiors.g,extraTex_vrayUserColor_restaurant02.r,extraTex_vrayUserColor_set01.g,extraTex_vrayUserColor_set01.b,extraTex_vrayUserColor_set02.r,extraTex_vrayUserColor_set02.g,extraTex_vrayUserColor_set03.g,gush.a,normWorld.r,normWorld.g,normWorld.b,gg.body,gg.hair,bldg.green,bldg.blue,bldg.alpha,lloyd.stripe
>
> usage 100%
>
>  weight 0x0
>
>
> Is this normal?
>
> Why are there lots of channels listed in the ChannelMerge node, when it
> should only be evaluating two input channels, and outputing one channel?
>
>
> Why is this comp so heavy?
>
> What am I missing here?
>
>
> Thanks for your help,
>
> Ryan
>
>
>
>
>
>

-- 
-----
Deke Kincaid
Creative Specialist
The Foundry
Mobile: (310) 883 4313
Tel: (310) 399 4555 - Fax: (310) 450 4516

The Foundry Visionmongers Ltd.
Registered in England and Wales No: 4642027
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