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Could I ignore the unseen parts of the camera when render a big scene

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  • Could I ignore the unseen parts of the camera when render a big scene

    I'd use vray application sdk(C#) for my own application.

    I have a big vr scene. But actually, I just want to render a part of it.

    I noticed that the bigger scene is and the higher memory usage is.

    So I wonder that if there is a way that can ignore the unseen parts of the camera when rendering?

    Many thanks!
    Last edited by Keaghen; 29-12-2017, 01:58 AM.

  • #2
    Hi, unlike rasterizing (game) engines that cull most of the scene outside the view frustum, we can't generally do this in a ray tracing engine because rays could randomly bounce off any surface behind or around the camera and we would lose visual information if we were to discard those surfaces.

    If you're sure that there are no reflections or GI contributed by the back side of the scene you could try to disable some of it (for example by setting Node.visible=false etc.), but you have to do this yourself - we don't have an automated method for this.

    For your general issue of memory usage there are several things to consider:
    * Using production bucket mode (adaptive sampling) uses less memory than progressive mode, especially if the resolution is large.
    * Avoid adding render elements as each one needs additional memory, especially if the resolution is large.
    * Reducing texture resolution and bit depth might help, if there is a significant amount of textures involved.
    * Set the noDR renderer option to False when creating a VRayRenderer if you don't need distributed rendering. Otherwise some additional information is kept in case DR machines get attached.
    Nikola Goranov
    Chaos Developer

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    • #3
      Really appreciate your help.

      The second suggestion:
      * Avoid adding render elements as each one needs additional memory, especially if the resolution is large.

      And what's the render elements mean? I'm not sure I understand it correctly.

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      • #4
        They are used for compositing. I guess you don't need them currently. This documentation for V-Ray for Maya should give you an idea: https://docs.chaosgroup.com/display/...ender+Elements
        Nikola Goranov
        Chaos Developer

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        • #5
          Hey Nikola. Is there a list of memory hog elements? Obviously AO / extra tex is going to add something meaningful to render times, but are there any other offenders that might not be obvious?
          Website
          https://mangobeard.com/
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          https://www.behance.net/seandunderdale

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          • #6
            Regarding memory, I think all elements are pretty much equal - they have a frame buffer that only depends on resolution and channel bit depth (e.g. 3 floats RGB). Computation-wise it probably depends a lot on scene contents. It's always best to test for your specific use case.
            Nikola Goranov
            Chaos Developer

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