Since I dont consider this a bug but rather a underwork I post this here.
When having a scene with multiple objects casting caustics, vray tends to perform big memory jumps on calculating caustics map. In this example I have 780 boxes casting causctis onto a plane in image 1. Spot light with decay and its cone is spreading well beyond the plane which makes light hit all the boxes with no occlusions. Quasi for gi. Caustics map is calculated at 400 mb in memory.
Next I narrow down the hotspot and fall off of spot light towards the center of the boxe's location. So that the falloff occludes some of the boxes. This makes an intense hit on the caustics calculation, firing the photon map to be in 1.8 gb of ram and pushing this render to 2.5 gb of memory. I got 3gb switch so I can still render this, but barely.
I did same setup in brazil and brazil was able to render this scene with similar settings with memory under 1 gb.
When having a scene with multiple objects casting caustics, vray tends to perform big memory jumps on calculating caustics map. In this example I have 780 boxes casting causctis onto a plane in image 1. Spot light with decay and its cone is spreading well beyond the plane which makes light hit all the boxes with no occlusions. Quasi for gi. Caustics map is calculated at 400 mb in memory.
Next I narrow down the hotspot and fall off of spot light towards the center of the boxe's location. So that the falloff occludes some of the boxes. This makes an intense hit on the caustics calculation, firing the photon map to be in 1.8 gb of ram and pushing this render to 2.5 gb of memory. I got 3gb switch so I can still render this, but barely.
I did same setup in brazil and brazil was able to render this scene with similar settings with memory under 1 gb.
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