I have a 6K render using Ocean mesh, and I need to get the subdivs higher, but am running into memory issues. I am only rendering a portion of the image (the shot is cropped in post). Is there a way to limit the visible area that is tessellated for Ocean Mesh mode (for the distant ocean)?
Is a Cutter processed first, or after the distant polygons are already created? (Could it be handled first if it is not??)
We are already rendering in standalone because it uses less memory than rendering in Max, and lets us get higher Ocean Subdivs.
Would a VRayDisplacement on a big plane be more efficient? For this shot we do not have any actual simulation, just ocean.
Would Max render regions help? Jigsaw with Deadline? I tried these briefly, but I think neither reduced memory usage. However, I had some other issues at the time; so the test is not really valid.
Any thoughts? Thanks.
I suppose zooming the lens in would help, but the shot is 3d tracked, and anamorphic too
Is a Cutter processed first, or after the distant polygons are already created? (Could it be handled first if it is not??)
We are already rendering in standalone because it uses less memory than rendering in Max, and lets us get higher Ocean Subdivs.
Would a VRayDisplacement on a big plane be more efficient? For this shot we do not have any actual simulation, just ocean.
Would Max render regions help? Jigsaw with Deadline? I tried these briefly, but I think neither reduced memory usage. However, I had some other issues at the time; so the test is not really valid.
Any thoughts? Thanks.
I suppose zooming the lens in would help, but the shot is 3d tracked, and anamorphic too
Comment