Okay the render diagnostic says this:
file -f -new;
select -cl;
// Result: ./untitled //
// MayaLive version 4.5// Saving runtime commands to : C:/Documents and Settings/Gregor/My Documents/maya/4.5/prefs/userRunTimeCommands.mel
// Saving hotkeys to : C:/Documents and Settings/Gregor/My Documents/maya/4.5/prefs/userHotkeys.mel
// Saving named commands to : C:/Documents and Settings/Gregor/My Documents/maya/4.5/prefs/userNamedCommands.mel
// Preferences saved. See Script Editor for details.
pv_performAction "C:/Documents and Settings/Gregor/My Documents/Maya/projects/OldHouse/scenes/OldHouse.mb" "Best Guess";
file -f -typ "mayaBinary" -o "C:/Documents and Settings/Gregor/My Documents/Maya/projects/OldHouse/scenes/OldHouse.mb";addRecentFile("C:/Documents and Settings/Gregor/My Documents/Maya/projects/OldHouse/scenes/OldHouse.mb", "mayaBinary");
// File read in 2 seconds.
// Result: 1 //
// Error: intersectSurface10 (Intersect Surface Node): failed to compute the result. //
// Error: intersectSurface17 (Intersect Surface Node): failed to compute the result. //
// Error: intersectSurface17 (Intersect Surface Node): failed to compute the result. //
// Error: intersectSurface10 (Intersect Surface Node): failed to compute the result. //
// Warning: Cycle on 'camera1.translateX' may not evaluate as expected. (Use 'cycleCheck -e off' to disable this warning.) //
// Warning: Cycle on 'addDoubleLinear1.output' may not evaluate as expected. (Use 'cycleCheck -e off' to disable this warning.) //
select -r Window1|curve2 ;
// Warning: File texture "file3" with non-zero noiseUV will be filtered with mipmap only. //
select -r ground ;
Starting diagnostics...
Known Problems/Limitations
Warnings
Speed/Memory Implications
- you have raytracing turned on. Keep in mind that raytracing is
inherently slow and the memory usage tends to be very large.
- the raytrace reflection limit is very high. This can result
very long rendering times, particularly with a high refraction
limit and transparent surfaces.
- groundShape has a high tessellation count of at least 101250
triangles. It will be worthwhile to reduce the tessellation amount.
- using Render->Set NURBS Tessellation[] can improve image quality
and reduce render time by automatically setting the optimum
tessellation based on distance from the camera. The tessellation
can be computed for multiple surfaces across all frames in the
animation.
- it can be useful to run your scene through "maya -optimizeRender"
before rendering. This can help optimize the scene for rendering.
Diagnostic Completed...
And the output window says this:
Automatic near/far clipping values: 0.1, 7268.51.
Constructing shading groups.
Rendering current frame.
Frame triangle count: 111594
====================================
Resource Usage At End Of Frame
====================================
78775 Page faults
112.945 Mb Max resident size
171.930 Mb Peak total size(Estimated)
125.698 Mb Peak arena size
====================================
131.328 Mb Current
21.875 Mb MEL
2.188 Mb Data Blocks
0.176 Mb Render Geometry Arena
2.500 Mb NURBS AG
1.779 Mb Pixel Map
0.375 Mb NURBS Surface Shapes
13.809 Mb File Texture Mipmaps
41.649 Mb Render Cache
0.125 Mb Keys
0.872 Mb Transforms
0.313 Mb NURBS Geometry Cache
====================================
Postprocessing rendering result.
Time For Tessellation (hh:mm:ss): 00:00:04
Time For Shadow Map (hh:mm:ss): 00:00:00
Time For Post Process (hh:mm:ss): 00:00:00
Time For Frame Render (hh:mm:ss): 00:00:15
Finished Rendering C:/Documents and Settings/Gregor/My Documents/maya/projects/OldHouse/images/testfly_perspShape_tmp.avi
I've only got a measley 256MB RAM, but I refuse to buy more because its RDRAM and costs