Question of the Vram usage of 3dsmax's procedural textures.

A question: When I use the 3ds Max default noise map (with triplanar mapping), how does Vantage determine its resolution? In max we have an option for “baking” procedural maps for viewport view, but I wonder how Vantage handles procedurals? Is there a default res like 2048 for any object, no matter how small or how densely texture is tiled? How can we ensure that no unnecessary VRAM is wasted in such situations? Perhaps a bitmap with noise instead of procedural would be better in vram context?

Another, similar question:
When I create a concrete bump on the wall, it is tiled, and I tile it several times - is the whole tiled map turned into a single bitmap inside vram? Or is my GTX doing tiling by software/hardware magic, like in, I believe, most game engines do?

Best,
nl

There is no general baking of procedural maps, so you don’t have to worry about VRAM related issues with them. They use a tiny amount of memory.

The only exception is texture maps used on rect lights, in this case the baking resolution is in the “Sampling” tab of the area light and defaults to 512.

Greetings,
Vladimir Nedev

Thanks for the answer. Today I realized Vray Fur does not update when the deforming surface is animated over time. I created a separate post for that in Vantage section.