in the most cases the rendering require ram less than the one used in the simulation, because of this we didn't provide ram predictor.
however, there are few cases when you can overload the memory
- the geometry volumetric mode produces so-called "fragments", this is renderer's internal information that is used in the deep compositing and in the antialising, each transparent layer generates one fragment and because phoenix generates multiple transparent layers you can easily reach many GB RAM usage even with low res simulations.
- foam bubble/splash/cellular mode with multiple overlapped bubbles. by default the option "optimize bad systems" should prevent this situation
- too big skyline subdivisions of the ocean.
- convert to fog option of the foam shader used with too small cell size.
however, there are few cases when you can overload the memory
- the geometry volumetric mode produces so-called "fragments", this is renderer's internal information that is used in the deep compositing and in the antialising, each transparent layer generates one fragment and because phoenix generates multiple transparent layers you can easily reach many GB RAM usage even with low res simulations.
- foam bubble/splash/cellular mode with multiple overlapped bubbles. by default the option "optimize bad systems" should prevent this situation
- too big skyline subdivisions of the ocean.
- convert to fog option of the foam shader used with too small cell size.
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