When using multiple Chaos Cosmos assets in real production scenes, GPU memory quickly becomes a bottleneck due to the large number of high-resolution textures (often 4K+ per asset).
While Cosmos assets are high quality, texture management becomes impractical at scale:
- Texture resizing is currently deprecated or automatic and not reliably controllable
- Cosmos textures are not always easily accessible for batch editing
- GPU rendering often stalls, falls back to CPU, or becomes unstable due to texture memory overload
- Manual per-material optimization is not realistic when using many Cosmos assets
Suggested Improvements
Reliable global texture resizing (GPU-safe)
- Clear options: Full / 4K / 2K / 1K / Auto (based on render resolution)
- No deprecated or implicit behavior
Cosmos-aware texture control
- Centralized management of textures used by Cosmos assets
- Ability to downscale or override resolution without editing each material
Render-resolution-based optimization
- Automatically limit texture resolution when higher resolution provides no visible benefit
Clear GPU memory diagnostics
- Warnings when texture memory is close to GPU limits
- Actionable suggestions directly in V-Ray
Why This Matters
Cosmos is designed for building complete environments, not isolated objects. Without robust texture memory management, GPU rendering becomes unreliable even on high-end hardware, limiting the practical use of Cosmos assets in real-world scenes.
Improving this would significantly increase stability, usability, and adoption of Cosmos in production workflows.
Submitted on AHA Ideas (COS-I-1409).