Viewport Subdivisions results in Full RAM

Hey Chaosgroup-Team and Forum-Members!

I do struggle in rendering one of our scenes. As soon as I turn division levels on my meshes to 0 or higher it takes up the full RAM (64 GB) and additional 20 GB SWAP and Maya Crahes. The meshes are just planes and the whole scene contains about 140 k faces(with smooth preview on), so it seems to me like a bug. I loaded the default render settings and the one thing I changed was to turn on the checkbox for “VIewport Subdivision” in order to produce the error. As soon as I hit render, “Compiling geometry…” continues as long as the RAM is filled up.

If I start a fresh scene, I tried to duplicate planes with up to 7 millionen faces and it rendered in an instant. Any idea why this particular scene won’t render ?

Scene file:

Working environment:

CentOS Linux 7
Maya 2018.3
Vray 3.60.04
for API version: 20180000

Kind regards
Pirmin


I think I found the problem, however it does not make any sense to me. I was able to render “smooth” planes with tuning down the Max Subdivs and disabling Tight Bounds under the Settings->Default displacement and subdivisions tab. I thought these settings work only in combination with subdivide and displacement controls on geoemetry nodes. I never had any problems with such excessive RAM consumption of smooth surfaces, so I don’t know if the developers wanna have a quick look at the scene file. Maybe there is something fishy going on.

Kind regards
Pirmin

By default subdivision and displacement is view dependent and it might so happen that the default settings are too high and/or there’s too much subdiv geometry too close to the camera. Ideally, you can globally reduce the max subdivs in settings > default displacement and subdivision to limit the number of subdivisions V-Ray will do on the geometry.
In V-Ray these settings apply to the viewport subdivisions as well.