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  • Vray waste memory rendering subdivision

    Hi again, one more time with a bug or point to improve.

    This time appears I have encountered myself with a vray-wasting-memory-way.


    I've been three days testing a few hours, trying to discover what is doing this, but still no lucky, with the exception of the "bug" is an issue of render with the Maya subivision system.
    I've tested materials, GI lightning ways, etc, but how I said, no more hints that the own subdivision itself.

    In the scene you'll find, in the outliner, two groups, one for leave it without touch, and another one whose object you should try so subdivide. I'd like you make this test, looking at the memory consumption:

    Render with the surfaces as are (without subdivision). Memory consumption will be normal. In my machine, almost 3 gb.

    Render with subdivided surfaces (select all surfaces in the group selecting it and pushing "3". It will be subdivided as usually does Maya, 2 levels. This render should consume at least between two-three times the first render. (7 gb)

    Last render would be switching back the selected meshes to not-subdivided (pushing "1"), and smooth the surface two times (this time with Mesh>Smooth).
    This memory consumtption, back to the first result, but haves the detail of the second one. (Almost 3gb again)


    So, if this behaviour is normal... Are not the same, subdivision is not the same that smooth for Vray?. Obviously, I would prefer use subdivision in sufraces where I could, for maintain scene fast, flexible and with a light weight... and I've been smoothing and adjusting surfaces a pair of days to avoid reach my 16 gb limit (seeing I can't discover why I can't use subdivided surfaces), and in theory should be enough with push "3" in just a moment, but...

    Errr.. yes, I was to forget it: Win 7 64, Maya 2012 Suscription Advantage Pack, Vray 2.0 last september stable version.

    Humm, scene zip compressed weights 160kb, so I'll send you at vraymaya@chaosgroup.com
    Last edited by Reaversword; 02-11-2011, 09:47 PM.

  • #2
    maybe make sure you have the Render viewport subdivison - checkbox to make sure vray is converting the geo to vray subdivision...and set your global displacement accordingly. by default the default tessellation is crazy high at 256.

    i personally stay away from the smooth proxy thing... it scares me because i feel like i don't know what its doing. Instead i'll make a vray displacement node/set of all the objects i want to subdivide and set the vray subdivision controls and what not on that set without displacement (just give me a one stop place to apply rendertime subdivison).

    after reading your post again... make sure you are tuning your max tessellation and edge length. once i had an artist just leave the default and it was an truck flying by camera.... it literately ran out of memory and couldn't render when it was close to camera... but once it got a certain distance way it rendered fine. once we tuned the max subdivision and the edge length..... it rendered fine with no memory issues.

    my .02
    Last edited by mr furious; 02-11-2011, 10:55 PM.

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    • #3
      I see mr furious, exactly, that's the problem, the default tessellation is insanely high.

      It has been all a surprise for me, I believe that vray respect the "subdivision levels" that you stablish on Maya (I mean, pushing, after "3", PgUp & PgDown for choose how many subdivisions we want, like if Mesh>Smooth iterations would be. But appears not.

      In my opinion, Vray should leave this parameter in a low setting, and the user adjust every single displacement object of his/her scene. Or simply, respect the number of subdivision levels stablished in the Maya subdivisions system, and separate "subdivision system" from "displacement system".

      Thanks for your answer mr furious!.

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      • #4
        Once you get used to it... not so bad. You can write a simple script to add the attributes and set to sane values. Or, using the displacement node makes it very easy to apply the same setting to groups of objects. (This is really just a set with special attributes when used without displacement I think). Personally I dont use the viewport preview settings to render with. I dont want to have to remember which objects to smooth at render time after I have been animating with things set to unsmoothed. I've seen scripts that manage this too though. Its just not my preference.

        David

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