first test

Hi

I have installed K-C4D without no problem.
During my test, if I use high value in the “particle repopulation” setting, I receive this output error message:


CINEMA 4D Studio

raw_byte_buffer.add_element: Failed to realloc 7168000271 bytes of memory.

Can I resolve it upgrading the quantity of ram?

thank you

Yes. Tinkering with the Repopulation settings can get you in these areas of ram usage pretty quick. I’d suggest to start with rather low values/settings combinations to check what your system is able to do.

ok. thank you

Out of curiosity, how much RAM do you have in your machine?

Also, have you read (and understood) the principles of Repopulation documented here?
thinkboxsoftware.com/kc4d-repopulation/
As Daniel mentioned, it is rather easy to run out of memory with the wrong settings…

In my system I have only 6GB of RAM.
I hope to upgrade it in the next weeks and yes I have read it, and it’s a very clear and usefull documentation.
Might be very useful a real time counter that shows the number of render particles.

sorry for the dimensions of the image

Under Script-> Console you can read out the Krakatoa render log which will show the amount of particles as well as the memory used. Yet you would need to pay attention to the overall memory usage of the system etc as well of course.

Unfortunately, we cannot know the number of particles until the renderer has actually acquired them. In most versions of Krakatoa, we actually keep track of viewport counts and render counts separately, but even in the most advanced implementation (Krakatoa MX), we cannot predict exactly the final count of PRT Volumes, repopulation etc. without going through the whole process of producing the particles (which is clearly not real-time :slight_smile:)

There are some general rules of thumb though.
If you render repopulation with 0 subdivisions and 1 particles per subdivision and get a value of, say, 1,000,000 particles, you can now extrapolate the counts for
*1 subdivision, 1 particle per voxel = 8,000,000 particles, because 1 subdiv produces 2x2x2 sub-voxels, or 8 times more cubes to fill. The actual value might be slightly less as not all subdivs might produce a particle.
*0 subdivisions, 10 particles per voxel = 10,000,000 particles, because 1 million cubes will be filled with 10 times more particles.
*1 subdivision, 10 particles per voxel = 80,000,000 particles, combining the above two numbers - 8 times more cubes to fill with 10 times more particles.
*2 subdivisions, 1 particle per voxel = 27,000,000 particles, because 3x3x3 = 27 sub-voxels times a million, and so on…

So I generally recommend starting with basic settings of 0 subdivs and 1 partice, and then increasing the two slowly (and mainly the subdivisions as too many particles per voxel with large voxels can lead to grid-like patterns as your renders demonstrated).
Increasing the subdivisions by 1 does not increase the count in a linear fashion though for obvious reasons:
0 -> 1 = 8 times more particles
1 -> 2 = 27/8 = 3.375x more particles
2 -> 3 = 64/27 = 2.37037x more particles
3 -> 4 = 125/64 = 1.95313x more particles
4 -> 5 = 216/125 = 1.728x more particles and so on…

tank you :slight_smile: