The scene I'm working on has a pretty large scale.
[2011/Jan/16|17:05:41] V-Ray: Total number of faces stored: 13123763
[2011/Jan/16|17:05:41] V-Ray: Max tree depth: 49
[2011/Jan/16|17:05:41] V-Ray: Average tree depth: 29.8863
[2011/Jan/16|17:05:41] V-Ray: Number of tree nodes: 315497
[2011/Jan/16|17:05:41] V-Ray: Number of tree faces: 19065888
[2011/Jan/16|17:05:41] V-Ray: Number of tree leafs: 135555
[2011/Jan/16|17:05:41] V-Ray: Average faces/leaf: 140.651
[2011/Jan/16|17:05:41] V-Ray: Memory usage: 1054.30 MB
The scene renders with several gigs of mip_exr in 94s with very low AA and no GI.
When GI is enabled, I can't get the scene to render. I've tried irradiance and brute force, but the scene just stalls after loading the textures. 15% on processor and memory levels out at about 7 of 12gb.
The scene consists of very large rock and mountain geometry, then paintFx>poly grass/trees. Should I exclude the grass/trees from my GI calculation where it only receives the bounces, but doesn't cast, or optimize the scene in another way?
I see folks rendering absolutely insane scenes, so I'm sure I'm doing something wrong.
v1.5 b13893
(This image shows the scope of the scene, the foreground is missing, the above stats don't relate to this image.)
[2011/Jan/16|17:05:41] V-Ray: Total number of faces stored: 13123763
[2011/Jan/16|17:05:41] V-Ray: Max tree depth: 49
[2011/Jan/16|17:05:41] V-Ray: Average tree depth: 29.8863
[2011/Jan/16|17:05:41] V-Ray: Number of tree nodes: 315497
[2011/Jan/16|17:05:41] V-Ray: Number of tree faces: 19065888
[2011/Jan/16|17:05:41] V-Ray: Number of tree leafs: 135555
[2011/Jan/16|17:05:41] V-Ray: Average faces/leaf: 140.651
[2011/Jan/16|17:05:41] V-Ray: Memory usage: 1054.30 MB
The scene renders with several gigs of mip_exr in 94s with very low AA and no GI.
When GI is enabled, I can't get the scene to render. I've tried irradiance and brute force, but the scene just stalls after loading the textures. 15% on processor and memory levels out at about 7 of 12gb.
The scene consists of very large rock and mountain geometry, then paintFx>poly grass/trees. Should I exclude the grass/trees from my GI calculation where it only receives the bounces, but doesn't cast, or optimize the scene in another way?
I see folks rendering absolutely insane scenes, so I'm sure I'm doing something wrong.
v1.5 b13893
(This image shows the scope of the scene, the foreground is missing, the above stats don't relate to this image.)
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