Hey there. So I'm doing a shot that requires a lot of super highres camera projections, and I've calculated that I may need as many as 18 16k maps rendered. I could split this into smaller parts, but the file management and user time to setup 72 x 8k maps or 288 x 4k maps seems pretty silly if it can be avoided.
So I have a number of questions on rendering lots of highres maps. My computer has 24gig or RAM BTW.
1) Is there a huge memory advantage in using the VrayHDRI map instead of a regular max bitmap loader?
2) I know mipmaps can be helpful, are there multiple mipmap formats vray can read? I've seen mention it reads tex files. What's your favorite mipmap conversion utility? Have you found mipmapping creates textures that frequently appear too blurry?
3) I know Grant is a big fan of turning filtering off (no pyramidal or summed area) and iinstead increasing the subdivs on the material. When I use summed arrea filtering, that triples the memory required by a bitmap correct? Have people found this technique to be helpful?
4) Does changing some of the bitmaps to greyscale help? Or does vray internally transform all bitmaps to rgb even if they're stored as greyscale on your hard drive, and so you don't get a memory saving?
5) If a bitmap is used twice (say in the color and in a mask somewhere else) is that bitmap held twice in vray's memory? Or only once.
All other suggestions are appreciated, I know about many of the other tricks like rendering with no vfb, etc: http://www.neilblevins.com/cg_educat...ing_memory.htm
Thanks.
- Neil
So I have a number of questions on rendering lots of highres maps. My computer has 24gig or RAM BTW.
1) Is there a huge memory advantage in using the VrayHDRI map instead of a regular max bitmap loader?
2) I know mipmaps can be helpful, are there multiple mipmap formats vray can read? I've seen mention it reads tex files. What's your favorite mipmap conversion utility? Have you found mipmapping creates textures that frequently appear too blurry?
3) I know Grant is a big fan of turning filtering off (no pyramidal or summed area) and iinstead increasing the subdivs on the material. When I use summed arrea filtering, that triples the memory required by a bitmap correct? Have people found this technique to be helpful?
4) Does changing some of the bitmaps to greyscale help? Or does vray internally transform all bitmaps to rgb even if they're stored as greyscale on your hard drive, and so you don't get a memory saving?
5) If a bitmap is used twice (say in the color and in a mask somewhere else) is that bitmap held twice in vray's memory? Or only once.
All other suggestions are appreciated, I know about many of the other tricks like rendering with no vfb, etc: http://www.neilblevins.com/cg_educat...ing_memory.htm
Thanks.
- Neil
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