I've been rendering large (3277x4096) scenes using the default 3ds Render Window. RAM seems to sit around 8GB out of 16GB available. However, I've been playing around with using the Gamma/LUT control in preferences and rendering to the VFB. But when I do that, the RAM usage climbs all the way up to 14-15GB and my system starts to crawl. Here's what I'm doing:
- Setting default image area to 100x100 and unchecking "get size from 3ds" in the VFB in order to save on RAM.
- Rendering to the VFB at 3277x4096 so I can inspect as it's rendering
- Save resulting image out to an 8-bit TIF file, along with the RenderID file
I have a feeling that using the VFB is killing my memory usage, but I seem to be getting better results using the whole Gamma/LUT and VFB combo.
Any advice to try?
Thanks.
- Setting default image area to 100x100 and unchecking "get size from 3ds" in the VFB in order to save on RAM.
- Rendering to the VFB at 3277x4096 so I can inspect as it's rendering
- Save resulting image out to an 8-bit TIF file, along with the RenderID file
I have a feeling that using the VFB is killing my memory usage, but I seem to be getting better results using the whole Gamma/LUT and VFB combo.
Any advice to try?
Thanks.
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