When converting textures to *.MAP file format, MR dont need to load textures into memory when rendering. Insted, it allows MR to stream or load in those pixels of the texture the rendering needs.
(conversion is done with imf_copy -p (input file) (outputfile) )
Something like this would be good to have, sains i have encountered many craches, becous of running out of memory when having many textures.
I have started to test this method becouse of this. Would be nice to have something similar in Vray.
Im no expert on this method in MR, so i dont know how good this would work in a production or a realy advanced/heavy scene yet. But this feature sure is a thing to consider when chosing renderer !
I haven’t used the bitmap pager myself, it’s a standard max feature, check the help file for it’s exact use, but it should solve a lot of memory issues relating to texture size.
The Vray Image format has a lot of optimizations in place to allow you to render very large imagery. Scenes that would crash otherwise can be rendered to Vray Image without problem. You can reuse Vray Image files in bitmap slots with no problems as far as I’ve seen.
You could try using the RAM Player to load up the image and save it to another format, I’m not sure if its possible to save to Vray Image that way though.