Introduction and scope:
We’ve all been there: countless hours of preparation, it’s finally the time to press the render button and call it a day.
Not this day, though: the scene refuses to render, or starts, and crashes badly after stressing your hard drives to breaking point.
The clear signs of a scene which is asking too much of your computer’s RAM.
The grapevine is rife with guides suggesting tricks, and likely you’ve already tried them all, to no avail.
We (Vlado and I) thought it useful to outline the three key functionalities V-Ray offers to (considerably!) lower memory occupation, explaining in detail the methods by which they achieve the goal.
If this works, by the end you should have a much better grasp of what is happening in your particular scene, and most importantly a few good ideas on how to solve its memory problems, once and for all.
The document is split in (many) multiple posts, so to make this thread a bit more readable.
Without further ado, then, let’s dive in.
Index (opens in a new page...)
A) V-Ray Proxy
Gotcha #1: Indirect Rays
Gotcha #2: Worst-case scenarios, and the value of Proxies
Gotcha #3: Progressive Algorithms
Gotcha #4: Optimize for Instancing, and many objects into a single Proxy
Gotcha #5: A voxel per face
B) VRayHDRI and Tiled Textures:
Gotcha #1: Indirect Rays (again!) and a thought on chance
Gotcha #2: Progressive Algorithms (again!)
Gotcha #3: Making tiled textures
C) Tiled, Bufferless Rendering:
Gotcha #1: your DCC’s own frame buffer
D) Parting Thoughts: Limitless!
We’ve all been there: countless hours of preparation, it’s finally the time to press the render button and call it a day.
Not this day, though: the scene refuses to render, or starts, and crashes badly after stressing your hard drives to breaking point.
The clear signs of a scene which is asking too much of your computer’s RAM.
The grapevine is rife with guides suggesting tricks, and likely you’ve already tried them all, to no avail.
We (Vlado and I) thought it useful to outline the three key functionalities V-Ray offers to (considerably!) lower memory occupation, explaining in detail the methods by which they achieve the goal.
If this works, by the end you should have a much better grasp of what is happening in your particular scene, and most importantly a few good ideas on how to solve its memory problems, once and for all.
The document is split in (many) multiple posts, so to make this thread a bit more readable.
Without further ado, then, let’s dive in.
Index (opens in a new page...)
A) V-Ray Proxy
Gotcha #1: Indirect Rays
Gotcha #2: Worst-case scenarios, and the value of Proxies
Gotcha #3: Progressive Algorithms
Gotcha #4: Optimize for Instancing, and many objects into a single Proxy
Gotcha #5: A voxel per face
B) VRayHDRI and Tiled Textures:
Gotcha #1: Indirect Rays (again!) and a thought on chance
Gotcha #2: Progressive Algorithms (again!)
Gotcha #3: Making tiled textures
C) Tiled, Bufferless Rendering:
Gotcha #1: your DCC’s own frame buffer
D) Parting Thoughts: Limitless!
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