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Published: 2020-04-17 05:39:39 +0000 UTC; Views: 440; Favourites: 18; Downloads: 0
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This slightly detuned image was quite the effort, having conquered scratch-made shaders, texture sets, dynamic cloth, volumetric fire, smoke, radiated zombies and several gigs of strand hair. Alas, it still crashed my computer several times and sadly had to be stripped down by a few Zeds to be run as a one-shot.Iray native 2k ~86 minutes 1626 passes
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Comments: 5
Doc-Savage21 [2020-04-17 13:15:07 +0000 UTC]
Computer crashed seems in your case a big concern, Iray need huge memory and the more you spend time on a render the more your computer's memory heat.
One solution it's to resize all the props, characters to 10% instead the 100% size, it faster the render, I was working on 3dlight and had several problems with long render, then I changed and reduced the size of the elements, and it worked very well.
Perhaps it can work for you? I suggested this trick to several others Iray's user before.
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SuperBoomTurbo In reply to Doc-Savage21 [2020-04-17 15:39:37 +0000 UTC]
I don't recall if it was you (probably so) or someone else but they also recommended the size/scale trick. I've often wondered why models for games are so tiny and if it really made a difference being in a virtual environment. Something that I'm definitely going to have to look into just for the sake of curiosity if nothing else.
At one time, PBR render engines cared a great deal about scale of models and lighting behavior, so having models at a native scale was rather important to getting accurate lighting results. Not sure if that's still the case but it's been in my head for so long I guess I'm biased to change in that area. Not that it's an I'm Right You're Wrong case by any means, I truly don't know if it still matters but I do know what works, the 'safe bet' if you will.
The thing with GPU rendering in general isn't the amount of geometry that clogs up the memory, it's the texture sizes. Generally having lots of textured objects in a scene goes hand in hand with a larger mass of memory consumption, though at some point in the last few releases, Iray became exceptionally efficient at downscaling textures to the point that I started cramming a lot of stuff into a scene without issues. Scenes that used to absolutely demolish my GPU were now coming in at like 1.xGB in texture memory consumption. Now I've downscaled very large scenes for awhile now, maybe maxing out resolution at 1024px if I think it's going to be a problem as most textures that come on daz store stuff (if I don't make it myself) will punch up to or beyond 4k and weigh in at 30mb EACH +/-, which is A LOT of texture weight for one map when some models will use 7-12 texture maps just for a skin set, then more and more and more for every clothing set, accessory, etc. I'm thinking Iray may be going even further or started using a more efficient compression method.
Anyway, even this scene and all of the lights were just about ~250mb in geometry consumption, with everything non-essential hidden for deleted, which really isn't too bad considering all the strand hair that was easily 1gb uncompressed on each figure pre-render. They also looked fantastic with my texture mapping solution but had to come out and just go pure shader in the end. It may have been too much stuff in memory the first time it crashed just Daz, then I restarted the whole rig and tried it again. All else was fine in preview renders up until I called the actual render to XX function command, that that's when things started going downhill, so I think something in the scene that got pulled eventually may have been corrupting my shader pack. That's my working theory anyway.
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Doc-Savage21 In reply to SuperBoomTurbo [2020-04-18 10:22:45 +0000 UTC]
I agree with you, and it seems I was the one who told you about the size.
There is as you noticed the size of the character and prop, the more the character is heavy the more the GPU is working.
Hope you'll fixe the problem.
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SuperBoomTurbo In reply to SuperBoomTurbo [2020-04-17 16:04:55 +0000 UTC]
I almost forgot, and this is kind of related, but back when I was a Luxrender user, the big time killer was adding Depth of Field flags and anything that ticked the volumetric boxes would almost quadruple render times. This one also lengthened relative times for what I suspect was the same reasons; all the smoke, fire and such was volumetric which requires a lot of passes to smooth out. Most of my big components are water-cooled so heat isn't so much of an issue, other than general wear and tear if you will. Power outages, on the other hand, suck balls as I have yet to implement some kind of UPS backup power system. Still on the super long-term wish list I guess!
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