Big texture 30k in exr tiled mipmapped : slowdown x20

Hi,
I have a texture with a resolution of 30k.
I have converted the texture into an exr tiled mipmapped with the tool. The size of the texture in ~800mo.

First problem : i must to set the filter of the texture to 0.1 to have my texture not “blurred”.
Second problem is : my render time take 2000%. Original render time (with other textures) : 2 min. With this texture : 34 min.
It is not the memory (i have free memory in my ram).

Setup is : IM + LC.

What is the solution ?

Thanks.

is your dynamic memory limit capping your cpu usage? also, were the original textures 8 bit? as i know that tiled exrs using the vray hdri loader work only in minimum 16 bit (in fact iirc, the vray hrdi loader treats everything as a 32 bit texture?)

id love an option for massive textures that works like tiled exr but will support 8 bit textures since the majority of mine are usually 8 bit, and using tiled exr in this case offers no benefit i can see.

Like i say, i have free memory. The dynamic memory is setted to 22 go, i have 24 go, when i render, my render use 8-9 giga.

My original texture is 8 bit, yes.

If anyone have the answer…

[2012/Jun/22|15:58:01] V-Ray: Bitmap file “Z:/blabla.exr” loaded.

When Vray load all textures, yes, it looks like it is not multi threaded. The CPU is to 8% (12 cores).

did you try doing custom vray filter on it?

why have such large texture anyway?

First problem : i must to set the filter of the texture to 0.1 to have my texture not “blurred”.This is odd; can you send me an image to vlado@chaosgroup.com (ideally the scene as well, but I don’t know how large it is). Is there any chance that texture filtering is disabled for GI (in that case, V-Ray will always load the most detailed level, which would lead to terrible render times)? Also, in the newer builds, there is a texture filtering multiplier for GI, you can try increasing it and see if it helps.

@super gnu: V-Ray actually keeps 16-bit textures as 16-bit since a while now.

Best regards,
Vlado

Hi Vlado,
I will try the new texture filtering multiplier for GI and say you it is working better.

I will send you the texture with a little scene by FTP. Do not forget to disable the “render swatches” and execute this in mel “renderThumbnailUpdate 0;” to disable the Thumbnail, you will kill your hypershade and Maya :wink:
The texture in a projected by a camera (camera mapping), perhaps a bug here ? Looks like the mipmap doesn’t work very well with a projection ?

Oh. You should have started with that :slight_smile: Yes, it is possible that there is some filtering issue there.

Best regards,
Vlado

Hi,
Any new about this bug ?

Thanks.

I found the problem; I hope to be able to commit the fix soon.

Best regards,
Vlado

I’ve seen many a render farm stop on 8k textures. Why 30k?

Because we need 30k. It is big camera mapping, with a zoom…
But 8k or 30k, it is the same problem : filter with a texture mipmapped tiled camera mapped is wrong.