cmann_2000
11-11-2008, 12:15 AM
I'm playing around with some high subdivision level terrains and bump maps on a single segmented, nurbed rectangle, and I am running into (shock!) memory issues. I'm sporting the 64 bit version with 8gb ram, and I'm easily using up the ram when I hit render. Here are my issues:
1) When I turn up the subdivision level too high, lightwave appears to freeze (I know it's not frozen, because if I leave it long enough, it'll recover). But during that time, I can't cancel the bloody process! Why not!?
2) When I try using limited region rendering, it takes the same amount of time, to within a couple seconds. The rate limiting step is building the polygons. So I can't break the render up into a few segments that way... And when I try shrinking the width of the camera to include only, say, 1/6th of the object that doesn't speed up the rendering more than a couple seconds; I still have to wait through the same amount of unresponsive render time.
3) Catmull-clark and subpatches will take the same amount of time for the same resolution (not the same subdivision number, of course). I naively expected one to be inherently better.
4) Subdividing the rectangle in modeler, then nurbin' it doesn't seem to help once I reach the same resolution.
So, is there a way to deal with a single, highly subdivided object at render time?
1) When I turn up the subdivision level too high, lightwave appears to freeze (I know it's not frozen, because if I leave it long enough, it'll recover). But during that time, I can't cancel the bloody process! Why not!?
2) When I try using limited region rendering, it takes the same amount of time, to within a couple seconds. The rate limiting step is building the polygons. So I can't break the render up into a few segments that way... And when I try shrinking the width of the camera to include only, say, 1/6th of the object that doesn't speed up the rendering more than a couple seconds; I still have to wait through the same amount of unresponsive render time.
3) Catmull-clark and subpatches will take the same amount of time for the same resolution (not the same subdivision number, of course). I naively expected one to be inherently better.
4) Subdividing the rectangle in modeler, then nurbin' it doesn't seem to help once I reach the same resolution.
So, is there a way to deal with a single, highly subdivided object at render time?