Maybe not a reply, but a follow-up. I have/had this issue a lot too. I did download LAA and set it to allow Bryce to be aware of the larger memory. However, when I run the process monitor, it still stops at about 1.4 GB.
I have a 64 bits system with 4,00 GB RAM on a Core Duo Windows. Is there any idea why it might not work?
In the ‘Advanced mode’ it does state that Bryce is LAA, but I don’t see any proof.
I do have the .NET 4.0 framework.
I would appreciate some advice!
Thanks in advance, Hans
EDIT! Now I suddenly do something (instancing) that actually shows the working of the LAA! It is now going up to 3.6 GB. But, unfortunately, it is still crashing…....
Memory gets eaten quite quickly. However, if you are getting crashes then it probably isn’t memory related at this point. If you are working with high polygon source meshes then painting can get slow. Never paint continuous strokes, always “dab” the brush. Continuous strokes will cause several problems and one of them is slowing down the painting so much it makes it seem like Bryce has crashed.
Another issue is deletions. Try to avoid these common mistakes:
1. Never use the Eraser Brush in the IL, it is not fully implemented so it breaks the logic of the scene when used. In fact, there is no safe means that I am aware of the delete instances while still in the Lab. Best bet is to exit the Instance Lab, and then delete the instances you don’t want. This is another benefit of dabbing instead of dragging the brush; any rogue instances will be localized and easy to spot and delete manually.
2. Even though you waited to exit the IL before attempting to delete instances, it can still cause a crash if this is the 4th or 5th time in the session that you have deleted instances. So this operation will only function a handful of times.
3. Sometimes I have found the IL will crash when I try to re-paint instances over areas where instances had been previously painted but deleted. 90% of the time I don’t get this problem, but I have seen it a few times. Generally once instances have been deleted everything is fine but sometimes repainting can cause crashes.
4. Careful with terrains. The IL seems to relate the placement of instances based upon the current topography of the terrain. Likely it gives the polygons a numeric sequence to help the IL keep track of where instances have been painted. When you first paint onto a terrain and then exit the IL, the new group Unnamed is linked to the terrain. It is essential to ungroup unnamed from the terrain before you make any edits to the terrain via the terrain Lab. If Unnamed is still linked to the terrain when you are making edits to the terrain, Bryce will crash. I think this is because the number and sequence of polygons changes after editing the terrain, altering the topology, causing the IL to lose track of where the instances were supposed to be placed.
Hope this helps.
One last thing. Remember there is a roughly 500% memory increase for instances after the scene has been saved and re-opened. It is very easy to see the task manager saying memory is only at around 1.7gb at the time of save, only to have the scene run out of memory when re-opened because after the increase the true memory usage is well over 3.6gb.