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Out of Core - would proxies help?

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  • Out of Core - would proxies help?

    Hi Guys

    1) I seem to be running out of RAM, even on a scene with override material. Would changing some objects into instanced proxies help at all, or it would still require same amount of RAM?

    2) I'm trying the WIP for Out Of Core on CUDA on a scene with override material, but I just cant seem to get it going, still stops during/after LC calculations with a bunch of errors [MemoryManagerGpu::updateManagerMemoryInstance]-1: Requested buffer is bigger than the total managed memory size

    3) When can we expect to see out of core for RTX?

    Last edited by Morne; 31-07-2020, 12:43 AM.
    Kind Regards,
    Morne

  • #2
    Out of core for RTX is in the making, as well as a lot of other generic improvements to out-of-core, which should all be available with the first service pack of V-Ray 5,
    Currently in order to use OOC efficiently it would be best to export your meshes to proxies and when doing so make sure to disable the "optimize for instancing" checkbox. You should make sure the mesh is broken down into a bunch of voxels that can be brought in and out separately, instead of moving the whole mesh back and forth over the PCI constantly. I hope that solves your problem. One of the key aspects we're working on is removing this tedious manual step and automate the process.
    Alexander Soklev | Team Lead | V-Ray GPU

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    • #3
      Originally posted by a7az0th View Post
      ................. export your meshes to proxies and when doing so make sure to disable the "optimize for instancing" checkbox. You should make sure the mesh is broken down into a bunch of voxels that can be brought in and out separately, instead of moving the whole mesh back and forth over the PCI constantly.........
      For stuff like forestpack then, would it make any difference to use similar styled proxies as the base objects for forestpack/railclone, or in the case of geometry for itoo products, it creates its own object anyway?
      Kind Regards,
      Morne

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      • #4
        Originally posted by a7az0th View Post
        .......disable the "optimize for instancing" checkbox. You should make sure the mesh is broken down into a bunch of voxels that can be brought in and out separately.
        So then a7az0th should I adjust the Faces in voxel parameters? Or just leave the default of 20000? (the objects I will be making proxies are high poly trees, bushes flowers etc)
        Kind Regards,
        Morne

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        • #5
          Also, a7az0th Itoo just sent a message that for GPU rendering, VRay is resposible for instancint etc and they have no control over it. All forest does is pass a list of objects over to VRay GPU. So before I spend ages converting my forest object source geometry to proxies, was your commetn above abnout using proxies meant specifically at individual mesh objects and NOT forest objects, or does it apply to forest objects also?
          Kind Regards,
          Morne

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          • #6
            Sorry for my late reply. Forest objects are treated by V-Ray GPU as instances, so each and every twig/tree/grass blade would be it's own entity which can be out-of-cored in and out. You would need to do that tedious exercise with the manual voxelization only for huge meshes that are by default one big monolithinc thing which V-Ray won't be able to efficiently out-of-core unless you break it down into pieces first (and the option to disable "optimize for instancing" does exactly that).
            Alexander Soklev | Team Lead | V-Ray GPU

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