Rendering Problems
From Ultrafractal Wiki
I'm hoping someone can help me with rendering my images to disk. It seems like it gets to 91.67% complete (or somewhere around there) and then just grinds away. The time remaining in the process slowly increases at that point. I'm trying to get some of my art done quite large and this has me stumped. Also, I get an error message now and then (sorry but not sure exactly what it said... but it takes hours to get there)
Just wondering if there is a bug or a fix for this?
As requested here is a UPR so maybe someone can see what is happening while rendering. By the way, I am rendering these quite large... 36 x 27 inches at 300 ppi...
Kex Lang
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Hi Kex,
The problem is image size. I could render up to 21 x 15.75 in, and that required that I turn all the multithreading off. Memory allocation for the upr went up to almost 2 Gb, which is the limit for UF (and for 32 bit Windows without doing some reconfig of Windows, which I wouldn't recommend).
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Hi,
Your render to disk problem stems from the usual source - namely using a colouring that requires an image array/buffer in the global section.
"Layer 3" (the second layer) uses the MMF DLA Inspired colouring which uses an image sized array for the colouring in a similar way to most of the IFS formulas for UF. The problem with this is that it requires a large amount of memory to render - the only real solution if this is causing render problems is to try a smaller disk render, though I have found in cases like this I can sometimes render larger versions by rendering within UF rather than by using a disk render.
bye
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Another possible problem might be the *Generic Coloring (Direct) Render=false coloring on Layer 3. This statement in colorings for flames imported from Apophysis created a lot of problems a few years ago. You MIGHT be able to just edit the ucl to say "render = true" of just delete the line, though it seems - from the info in the header - that it is required for use with certain formulae. Dave would know for sure...
c-ya!
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Hi all,
The "Render=false" in Generic Coloring (Direct) Render=false is there quite deliberately so that it is possible to use colourings such as MMF DLA Inspired as class colourings. The line in the code "render=false" does not prevent the rendering of the fractal to disk however it does stop fractals that cannot be networked or worked on in parts from being split up that way (because an image buffer is used the entire thing must be rendered in one piece on one machine). Using the line "render=false" is for any fractal that renders the image to a buffer such as some of the IFS formulas (not mine), my DLA colouring and the mmf4.ufm:Attractors formula.
bye Dave
