Hi there. I'm trying to render a fairly complex scene with displacement, forest items, meshes etc which includes motion blur. One of my render nodes is fine as it has 64gb but my 32gb nodes are failing on the above error. I'm guessing it's RAM. Is there any internal V-ray memory management or Windows management that can get this working on lower RAM pcs or do I have to upgrade?
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embree moving tree failed - memory issue
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Here we have a small article about displacement optimisations - https://support.chaos.com/hc/en-us/a...-Optimizations
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Thanks Guys. I'll try these. My subdivs were 2 so not massively high but I guess because it displaces surfaces outside of the camera range then that would be a large area.
Is Chaos going to implement some kind of displacement based on camera view rather than having to set up a camera cull manually? I'm assuming you would do this by using a volume fade mesh outside of the camera cone?
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Originally posted by stevesideas View PostIs Chaos going to implement some kind of displacement based on camera view rather than having to set up a camera cull manually? I'm assuming you would do this by using a volume fade mesh outside of the camera cone?
It's been this way for the longest of time.
Of course, if you're kicking the budget limit, anything may help, but perhaps stacking modifiers isn't the way to save memory.
This is still a valid guide, see if you're able to make use of anything that's mentioned.
Last edited by ^Lele^; 31-07-2024, 08:19 AM.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by ^Lele^ View PostThis has been automatically this way for at least 15 years.
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Originally posted by stevesideas View Post
Ah. okay. The only reason I suggested that was because I'm sure I read in the vray docs about displacement still being calculated outside of the camera view. Maybe I misread. Thanks
The displacement IS calculated outside of the frustum, but at reduced detail rate.
I know as i requested this feature in 2008 when i was rendering a very, very vast ocean expanse, and it got implemented in a week: i delivered with the feature. ^^
Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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