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  • Best way to reduce memory demands?

    Posted by Kevin Snyder on April 3, 2006 at 8:47 pm

    I have a project that is composed of planes with textures applied to them with alpha channels. I have added so many planes and textures that I run out of memory when trying to render the scene. My question is, what is the best way to reduce the memory needs of my scene?

    Reduce the polygon count?
    Make the textures smaller?
    Reduce the size of the planes?

    I’m not sure what to do. My only thought is to render out sections of the scene and then composite them together in After Effects. Any help would be greatly appreciated.

    Thank you.
    KMS

    Adam Trachtenberg replied 20 years, 1 month ago 3 Members · 2 Replies
  • 2 Replies
  • Björn Marl

    April 3, 2006 at 9:20 pm

    All three and more.
    Polycount: Don’t create more details then you will see. If you can’t realy tell if it’s geometry or not in the rendering go for normal mapping or SPD/Bump
    Texture Size: The size/resolution should match what is visible. If you use a 4kx4k bitmap in 1/4 of the visible area of a PAL rendering you are well beyond any reasonable resolution. If one texture pixel matches one rendered image pixel then you got it optimal (it’s not worth to bother to hit it that exactly though)
    Plane Size: Don’t subdivde them if it’s not neccesary.

    Also check this, Mash realy knows his stuff https://forum.3dfluff.com/showthread.php?t=132

    During the time i made Maxon Techsupport one of the most common out of memory problems was way to high poly or object count. It seems most people way overestimate the need for geometry and put hundreds of polygons in things that cover 4 or 5 pixel in the final rendering.
    Hope this helps
    Bj

  • Adam Trachtenberg

    April 5, 2006 at 4:04 am

    Something else you can do is delete any unnecessary UV tags–say if you’re using flat mapping instead of UVW mapping. A UV tag can use as much memory as the object itself. Also, if you’re using plane primitives make sure you change the default 20×20 resolution to 1×1.

    But Bjorn is probably right–my guess is that textures are taking up most of the memory.

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