also if for some reason you do not want to restart max, you can always run freescenebitmaps() in your maxscript listener. Depending upon the size of ur file, it could take a couple of minutes to free the textures it’s taken in memory, but it certainly works to do test renders when u’re “almost out of memory” :roll:
hehe yeah i had a scene that would use up 1.74gb RAM… just under the crash limit. And using freescenebitmaps() and gc() often was the different between render and crash.
Also, remember that unless you are using LC for glossies, you don’t need to load the LC map at render time. You can specify no secondary bounces and just load the IR map (which has LC light info stored within it). If your LC map is large, this will save lots of memory.
Unfortunately for animations I am using LC for glossies and this doesn’t work. Usually my old render nodes drop off because of memory errors. But I’m not a 32-bit Pleb (nice term Nik ). I guess I’m a 64-bit bourgeoisie…
I don’t think you need to save it out unless you are using just LC. The reason I might load it (besides for glossies) is because its easier than going back to the GI rollout and specifying no second bounce. Inevitably, the next time I render I will forget to set it back…