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  • #16
    Right now I'm working on a huge architectural scene, too. Here are some things I did:

    -Collapsing small objects to one object. I had a lot(Thousands!) of lowres cars and trees in the scene and I collapsed those sharing the same material to one object. Helped a lot and made the viewport much faster. I also converted them to Vrayproxies then. ( Best option would probably be to make small groups of them and then instance those groups. )

    -Converting objects to VrayProxies helped a lot, too. But You have to take care that the objectnames are unique!(I learned that the hard way...)

    -Then using Dynamic geometry.

    -I also changed the bucketsize to smaller buckets, but I'm not sure how much this had helped.

    -Changing the bitmap filtering from summed Area to Pyramidal. Although summed Area is a lot nicer it takes a lot of memory. (There's a blur script to do this for all bitmaps).

    -I resized some textures

    I think there are more tips from Vlado somewhere in the helpfiles.

    Best Regards,

    Dieter
    --------
    visit my developer blog

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    • #17
      changing the bucket size can indeed help. Might render a little slower, but will use less memory.
      ____________________________________

      "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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      • #18
        come to think of it theres also the option to change how many faces per leaf in the data structure in system rollout. this have an impact on memory too.

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        • #19
          Thanks guys. I'll try some things.

          All duplicate objects are instanced vray proxies. I even collapse things like table, chairs, umberall into 1 object, then make the proxies... those are nice. But it's the unique objects (like all these damn people).

          Same here, large district. I'd post some renderings, but the client has really ruined this project, and it was never that great to start with.
          www.studio2a.co

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