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    <title>topic [PTEX] Export all paint layers memory leak on complex scene in Mudbox Forum</title>
    <link>https://forums.autodesk.com/t5/mudbox-forum/ptex-export-all-paint-layers-memory-leak-on-complex-scene/m-p/5011626#M5239</link>
    <description>&lt;P&gt;Ptex. So i'd like to get the answer from the developers (non of the users could help me, i guess).&lt;/P&gt;&lt;P&gt;I have a huge painted scene with a lot of objects (they all have the same material), which occupies 39 gigs of ram. So i can't export all the paintings at once. The obvious way to work it out is to split the scene into a number of scenes, right? It would surely help, you might say. No! And my anger grows.&lt;/P&gt;&lt;P&gt;Ok, we have a scene and a folder with the textures, that mudbox saves for the scene, and which has the same name, you know. And that folder is 1.2G. Than we select, say, two objects from that heavy scene and do the "export selection" to the new mud file. ANd what we get there? Right, we have a new file with that two objects and the folder with ... still that 1.2Gigs!!!! And mudbox still occupies that 39 gigs of ram! And when you try to export all or just one of the paint layers, it somehow considers all that textures from deleted objects from the original scene!&lt;/P&gt;&lt;P&gt;Come on gyus! I have 64gigs of ram and 30gigs of swap space. And mudbox gets all of them and crashes, when i try to export all paint layers. And i can't split the scene into smaller pieces! Deleting the unwanted objects from the original scene and resaving it under a new name gives the same result. The way out is to delete material, but when you have one material on a lot of objects, you can't do that. Another way is to do the transfer. But It computes a hell of a time on just one object (ptex related only, i guess). And when you have a huge number of objects... you know what i want to say.&lt;/P&gt;&lt;P&gt;And it's not the texels overresolution. I have a shrinked scene with 3 objects with 2 millions texels each.&lt;/P&gt;&lt;P&gt;Besides all the glitches and a LOT of usability issues, this problem is a no go for a production software.&lt;/P&gt;&lt;P&gt;By the way, when you work with classic UV routine, it's quite neat though &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;/P&gt;</description>
    <pubDate>Mon, 05 May 2014 10:50:50 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2014-05-05T10:50:50Z</dc:date>
    <item>
      <title>[PTEX] Export all paint layers memory leak on complex scene</title>
      <link>https://forums.autodesk.com/t5/mudbox-forum/ptex-export-all-paint-layers-memory-leak-on-complex-scene/m-p/5011626#M5239</link>
      <description>&lt;P&gt;Ptex. So i'd like to get the answer from the developers (non of the users could help me, i guess).&lt;/P&gt;&lt;P&gt;I have a huge painted scene with a lot of objects (they all have the same material), which occupies 39 gigs of ram. So i can't export all the paintings at once. The obvious way to work it out is to split the scene into a number of scenes, right? It would surely help, you might say. No! And my anger grows.&lt;/P&gt;&lt;P&gt;Ok, we have a scene and a folder with the textures, that mudbox saves for the scene, and which has the same name, you know. And that folder is 1.2G. Than we select, say, two objects from that heavy scene and do the "export selection" to the new mud file. ANd what we get there? Right, we have a new file with that two objects and the folder with ... still that 1.2Gigs!!!! And mudbox still occupies that 39 gigs of ram! And when you try to export all or just one of the paint layers, it somehow considers all that textures from deleted objects from the original scene!&lt;/P&gt;&lt;P&gt;Come on gyus! I have 64gigs of ram and 30gigs of swap space. And mudbox gets all of them and crashes, when i try to export all paint layers. And i can't split the scene into smaller pieces! Deleting the unwanted objects from the original scene and resaving it under a new name gives the same result. The way out is to delete material, but when you have one material on a lot of objects, you can't do that. Another way is to do the transfer. But It computes a hell of a time on just one object (ptex related only, i guess). And when you have a huge number of objects... you know what i want to say.&lt;/P&gt;&lt;P&gt;And it's not the texels overresolution. I have a shrinked scene with 3 objects with 2 millions texels each.&lt;/P&gt;&lt;P&gt;Besides all the glitches and a LOT of usability issues, this problem is a no go for a production software.&lt;/P&gt;&lt;P&gt;By the way, when you work with classic UV routine, it's quite neat though &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;/P&gt;</description>
      <pubDate>Mon, 05 May 2014 10:50:50 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/mudbox-forum/ptex-export-all-paint-layers-memory-leak-on-complex-scene/m-p/5011626#M5239</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2014-05-05T10:50:50Z</dc:date>
    </item>
    <item>
      <title>Re: [PTEX] Export all paint layers memory leak on complex scene</title>
      <link>https://forums.autodesk.com/t5/mudbox-forum/ptex-export-all-paint-layers-memory-leak-on-complex-scene/m-p/5016828#M5240</link>
      <description>I've seen this issue with memory not being released when exporting only selected objects before. I'm afraid I don't know how to resolve that.&lt;BR /&gt;&lt;BR /&gt;If it's still happening, and it's reproducible, I'd recommend reporting it as a bug. There's a menu item for that in the help menu. &lt;BR /&gt;&lt;BR /&gt;Sorry I can't help any more.</description>
      <pubDate>Wed, 07 May 2014 12:10:45 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/mudbox-forum/ptex-export-all-paint-layers-memory-leak-on-complex-scene/m-p/5016828#M5240</guid>
      <dc:creator>RobinBall6995</dc:creator>
      <dc:date>2014-05-07T12:10:45Z</dc:date>
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