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Refreshing/Updating Materials eating up all Ram without releasing it
Hi all. To elaborate a bit on the subject - V-Ray does use a texture caching system to avoid re-reading textures between frames and during interactive rendering. The texture cache is shared between different materials when material previews are rendered. We will consider exposing the cache limit as a preference option, so it can be changed in such cases.
PdZ - for your particular problem - even though the textures are jpeg, when loaded by V-Ray the memory consumption for them increases due to change of the format in which they are stored and prepared for sampling. Given that the textures are 8k this may result in RAM usage of up to 1GB (it may be less based on options). Using such large images without tiles may lead to such high RAM usage without really having benefit on the render result. What may be beneficial in such cases is to convert the textures to a multiresolution tiled EXR files, using either the img2tiledexr V-Ray tool (docs here) or the maketx tool from the OpenImageIO library. V-Ray will take care of loading the highest resolution necessary for the render, which should lead to reduced memory consumption.
Hi all. To elaborate a bit on the subject - V-Ray does use a texture caching system to avoid re-reading textures between frames and during interactive rendering. The texture cache is shared between different materials when material previews are rendered. We will consider exposing the cache limit as a preference option, so it can be changed in such cases.
PdZ - for your particular problem - even though the textures are jpeg, when loaded by V-Ray the memory consumption for them increases due to change of the format in which they are stored and prepared for sampling. Given that the textures are 8k this may result in RAM usage of up to 1GB (it may be less based on options). Using such large images without tiles may lead to such high RAM usage without really having benefit on the render result. What may be beneficial in such cases is to convert the textures to a multiresolution tiled EXR files, using either the img2tiledexr V-Ray tool (docs here) or the maketx tool from the OpenImageIO library. V-Ray will take care of loading the highest resolution necessary for the render, which should lead to reduced memory consumption.
I've converted my project to use this multi tile system as per your instructions. Using distributed rendering, it looked pretty good for few frames and after few frames, rendering begins to slow down every frame. Problems goes away after going back to JPGs. There are no errors.
I've converted my project to use this multi tile system as per your instructions. Using distributed rendering, it looked pretty good for few frames and after few frames, rendering begins to slow down every frame. Problems goes away after going back to JPGs. There are no errors.
This is remembering me to my issue with rendering animations.
From frame to frame it takes longer without big scenes changes… single frame renderings always shorter.
This is remembering me to my issue with rendering animations.
From frame to frame it takes longer without big scenes changes… single frame renderings always shorter.
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