![]() |
||||||||||||||
|
|
||||||||||||||
|
|||||||
| Notices |
| 3ds Max Autodesk 3ds Max |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Moderator
|
Hey, folks!
I searched all over for this and did not find any answers, so decided to ask myself... Back in the r3 days, we used a script that would automatically divide a huge image in 4 or more equal pieces so Max could render it. Does anybody know if that script still exists for Max 7 (can't remember the name)? I know I can do it with region or blowup, but since I'm doing like a dozen images, I figured a script would help a lot. |
|
|
|
|
|
#8 (permalink) |
|
Veteran Member
Join Date: Dec 2001
Location: San Francisco
Age: 35
Posts: 643
Name: Alex Bicalho |
Hi Rick,
I wrote a script for R3/R4 called Region Net Render. It's now built into MAX as Strip Scanlines in Backburner. If you do not have enough RAM to render one strip, you may need to look into other alternatives. Maybe you need to just render the strips and assemble them manually. Hope it helps, |
|
|
|
|
|
#9 (permalink) |
|
Moderator
|
Hi, Alex! Long time, huh?
That's the script I was talking about! It was available on your website, right? Anyway, the backburner option really worked. I mean, sometimes my 1 GB ram is not enough to assemble the image afterwards, but that's not really a problem. About rendering the strips manually, one thing I noticed is that if you try to render simply using region, it won't work. It seems max tries to load the whole scene and then render a part of it, which doesn't help much when it comes to saving memory. Cheers, guys! |
|
|
|
|
|
#10 (permalink) | |
|
Veteran Member
Join Date: Dec 2001
Location: San Francisco
Age: 35
Posts: 643
Name: Alex Bicalho |
Quote:
This will happen in any case. The entire scene needs to be in memory since you never know what will be reflected/refracted/occluded when rendering. Unless you have a REYES renderer (PRMan, etc), the entire scene will be in RAM. What you save when rendering a strip is the bitmap memory. The bitmap uses 8 bytes per pixel (64bpp) so a 8Kx6K uses 384M of memory. If you do not use the Bitmap Pager, that has to live in a single block of RAM, which is a lot hard to do considering you're also loading your scene in memory. Cheers, |
|
|
|
|
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
|
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Price of V-Ray Stand Alone Version? | GaryR50 | VRay Render | 45 | April 2nd, 2008 11:57 PM |
| Large Scale Images | nisus | 3ds Max | 10 | April 4th, 2007 06:04 PM |
| CamDistMultiRes Script for large scene optimisation | Richard McCarthy | 3ds Max | 0 | July 20th, 2004 08:18 PM |
| rendering large scenes, very large scenes | guyhaviv | 3ds Max | 3 | September 30th, 2003 02:46 AM |
| Searching for People Images for Rendering | websmythe | General Discussions | 8 | May 1st, 2003 01:51 AM |