Two types of geometry - static and dynamic:
- Static is precompiled and will use as much memory as possible
- Dynamic is loaded and unloaded, memory can be limited.
Static objects:
- Fastest to render
- When selected as the default, all standard object types will be treated as static
- Purpose built dynamic objects (V-Ray displacements, fur, meshes etc.) will always be treated as dynamic
- Uses the most memory, no limits to the amount it will use
- The least stable of the geometry types
Dynamic objects:
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- Middle ground between speed and memory use
- When selected as the default geometry V-Ray will treat any static geometry as dynamic as best it can
- Dynamic objects are subject to the dynamic memory limit, that can be set by the user
- The dynamic memory limit limits the amount of memory the threads use when rendering
- Generally the limit should be between ½ and ¾ of the total system memory
- Memory must be kept free for other max & system processes
- It is a delicate balancing act
Proxy objects:
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- Are completely dynamic
- Subject to the dynamic memory limit no matter which default geometry setting is picked
- Geometry from V-Ray meshes are loaded and unloaded as and when required, to save memory
- Because of the constant loading and unloading the speed of the render suffers
- Slowest to render
- Most stable of geometry types
- Huge models can be rendered
- V-Ray meshes need to be setup before render time
Other memory tweaks:
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- To help prevent getting bitmap errors, when using lots and/or large textures, use the bitmap pager inside 3ds max
- To save memory turn off the frame buffer when rendering
- If you need the frame buffer on during rendering, use the V-Ray frame buffer as this is far more stable than max's own
- For very large renders try and use vrimg files, a very stable raw image format than can be converted to .exr for loading into photoshop
Irradiance map min/max settings:
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- Min/Max rates heavily affect the quality of the final irradiance map
- Min/Max rates also affect the time the irradiance map takes to compute
- Irradiance maps are resolution dependant
- Min/max rates differ for various render sizes
Min/max rates and speed:
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- Irradiance maps are made up of points, that hold illumination data, V-Ray interpolates between these points to create the final illumination solution
- V-Ray places more points in areas that need more samples and less points in areas that need less samples
- In order for V-Ray to complete the process efficiently it needs to run several passes, determined by the Min/Max rates
- The difference between the Min/Max rate values determines how many passes will occur and the resolution of each pass
- Providing V-Ray with more passes enables it to make a better judgement as to where to place points
- Increasing the passes lowers the render time up to a point
Min/max rates and quality:
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- Renders of differing sizes require different Min/Max rates
- Smaller images require higher Min/Max rates, Larger images require smaller Min/Max rates, for renders of comparable quality
- Do not fall into the trap of increasing HSph subdivs and Interp samples unnecessarily, they can increase the render times dramaticaly
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