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#1 (permalink) |
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Veteran Member
Join Date: Mar 2005
Location: Sarasota, FL
Age: 36
Posts: 1,061
Name: Brian Smith |
I recently mentioned this tip in a class and based on the fact that no one knew it, I thought it would be worthwhile here. If you are rendering a very large scene and are getting close to running out of RAM, here's a way that will save you a few hundred extra MBs from being consumed without slowing down rendering at all like other procedures (such as rendering in dynamic mode or with proxies).
Simply save the scene in wireframe mode with one maximized viewport and reload the scene. As soon as you change to Smooth+Highlights mode, you should see a lot of RAM consumed, with more being consumed for larger scenes. If you switch to Smooth+Highlights mode before you render, you are basically giving away that RAM, and there is no way to get it back. But if you just load a scene and immediately render without going into Smooth+Highlights first, you will have all that extra RAM to render with. Open your Task Manager and monitor your RAM consumption to verify. The larger the scene, the more RAM you save. Roughly speaking, you should expect to see a savings of 100MB for every 1million polygons your scene contains. |
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#2 (permalink) |
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Veteran Member
Join Date: Dec 2005
Location: Glasgow
Posts: 575
Name: Andy Pennington |
Its the little things! Nice one Brian, thanks!
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"How many polygons does the real world push?" |
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#5 (permalink) |
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Veteran Member
Join Date: Mar 2005
Location: Sarasota, FL
Age: 36
Posts: 1,061
Name: Brian Smith |
Ok, how about this. Take it a little further. When it's time to render, go to the Display panel and in the Hide by Category rollout, select everything but Geometry. This hides all the lights, shapes, cameras extra that all consume RAM. Then select all the geometry and enable 'Display as Box'. Save then reload and you can see another few hundred MBs less RAM consumed.
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#8 (permalink) | |
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Senior Member
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Quote:
another way without reopening max to do roughly the same thing is to: Code:
in the little pink maxscript bar at the bottom left hand corner type: freescenebitmaps() hit enter gc() hit enter again minimize max maximize max :)
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Dave. TD / EwingCole DMG |
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#9 (permalink) | |
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Veteran Member
Join Date: Mar 2005
Location: Sarasota, FL
Age: 36
Posts: 1,061
Name: Brian Smith |
Quote:
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#10 (permalink) |
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Invalid User Profile
Join Date: Feb 2005
Location: -
Posts: 1
Name: notyourbusiness notyourbusiness either |
I can't notice a difference with this tip, this memory issues seems to be more about textures and geometry :
› Global Viewport rendering settings : standard display Max loads viewport textures only when they are visible, so, perhaps moving the viewport away would give similar memory improvements Another thing to notice, is that if max is minimized,a big amount of 3dsmax memory will be released, or marked as free, which means that virtual memory will be used, thats the reason why I try to never minimize max when I'm working with it, (I don't want xp reading the paging file) but even if you release a lot of memory deactivating textures, etc.. the most likely is that if the render engine needs more ram, windows will paginate automatically, and the memory used for the viewport will need to be reloaded by max when the render ends, in other words, it's likely that these tips might not be a big benefit for the render.. another thing is that big textures seems to be loaded completely, and with several textures displayed on the viewport, textures sizes matters. it is probably a good idea to reduce the texture size of objects that are far away or too little(this for render and viewports). I tested with different color depth and it seems that there is a benefit in the viewport but not when rendering there are a couple of tools i use › Process explorer(much better than task manager) and › RAMpage, it displays and is able to release or defragment automatically the memory to avoid crashes. I also read that memory fragmentation is another cause of max crashes. my first post |
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