I am wondering if there is something I can do to optimize my scene to decrease the RAM consumption during render time. Here below is the spec:
Textures: 450 2K tif textures (607 MB in total) that include diffuse, bump, mask, and normal maps. Among those, there are about 110 maps that are with no information (like 1 KB in size) but still got exported from Mari anyway. Plus, there are 8 2K 32-bit EXR displacement maps. All maps spread across 27 UV tiles. The shader that is assigned with those tiled textures is composed of multiple VRay blend material.
polycount: 0.35 million and rendered as subdivision surfaces in render time with VRay custom attribute. Displacement and Subdivision setting: Edge Length 4, View Dependent on, Max subdivs 1~2.
During render time, the RAM consumption is about 10 GB or 3 GB without textures (a default VRay mtl applied). Is it normal that my 600 MB textures will consume like 7 GB of RAM? I have tried rendering with tiled mipmap EXRs but the overall RAM consumption is the same.
Textures: 450 2K tif textures (607 MB in total) that include diffuse, bump, mask, and normal maps. Among those, there are about 110 maps that are with no information (like 1 KB in size) but still got exported from Mari anyway. Plus, there are 8 2K 32-bit EXR displacement maps. All maps spread across 27 UV tiles. The shader that is assigned with those tiled textures is composed of multiple VRay blend material.
polycount: 0.35 million and rendered as subdivision surfaces in render time with VRay custom attribute. Displacement and Subdivision setting: Edge Length 4, View Dependent on, Max subdivs 1~2.
During render time, the RAM consumption is about 10 GB or 3 GB without textures (a default VRay mtl applied). Is it normal that my 600 MB textures will consume like 7 GB of RAM? I have tried rendering with tiled mipmap EXRs but the overall RAM consumption is the same.
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