Hey guys,
I've got a scene that's been rather troublesome on the memory front, though I'm not really sure why as it's not that big, though there are a lot of third party assets imported in, etc.
Working with fairly tight deadlines and lots of changes means I rarely get time to optimise scenes (reduce poly counts, texture sizes, etc) and there may even be objects that are duplicated in different files that are referenced separately into the final scene; i'm sure that all of these things affect memory usage negatively.
Are there any things that I should be doing as a matter of course that will help to mitigate these problems in future?
For example I have a high resolution texture that is used in two separate files, that are then referenced in to the scene - presumably max does not know that this is the same/instanced and thus loads it twice? Would using the VRay Bitmap Loader help in this instance? Are instances read the same as proxies in terms of memory usage?
Do any others have any tips and tricks for having things run more smoothly? My colleague swears by using the asset collector/archiver to dump absolutely everything into the project folder; though I don't see how (aside from server disk seeks) this would speed anything up, plus things are then decentralised from where they originally were.
I've got a scene that's been rather troublesome on the memory front, though I'm not really sure why as it's not that big, though there are a lot of third party assets imported in, etc.
Working with fairly tight deadlines and lots of changes means I rarely get time to optimise scenes (reduce poly counts, texture sizes, etc) and there may even be objects that are duplicated in different files that are referenced separately into the final scene; i'm sure that all of these things affect memory usage negatively.
Are there any things that I should be doing as a matter of course that will help to mitigate these problems in future?
For example I have a high resolution texture that is used in two separate files, that are then referenced in to the scene - presumably max does not know that this is the same/instanced and thus loads it twice? Would using the VRay Bitmap Loader help in this instance? Are instances read the same as proxies in terms of memory usage?
Do any others have any tips and tricks for having things run more smoothly? My colleague swears by using the asset collector/archiver to dump absolutely everything into the project folder; though I don't see how (aside from server disk seeks) this would speed anything up, plus things are then decentralised from where they originally were.
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