Hi folks!
i’ve got a very very large in distance cloud scape that I’m rendering and I’m getting huge memory overheads when trying to run the deep pass of this in solaris. I’d normally use the deep merge threshold control in max to set how accurate and thus big my deep file is but regardless what I set the value to, whether it’s 1 or 10000, it seems like I still hit the same memory amount on the farm. What’s my best option for reducing the deep quality to make my overheads lower? Or is it more related to the step size of individual cloud volumes that will control this?
I notice the new volume shader (which is very pretty) doesn’t have a step size control either. Are there plans to add this in future?
Cheers!
John

