This page provides information about the Textures rollout available under the Perf. tab when the production renderer is V-Ray GPU.
Overview
The Textures rollout is accessible through the Perf. tab of the Render Settings. These options give direct UI access to texture-related operations when the renderer is V-Ray GPU.
UI Path: ||Render Setup window|| > Performance tab > Textures rollout (Renderer set to V-Ray GPU)
Parameters
Mode – Determines how the resolution and size of textures are handled to optimize memory usage.
Full-size – Textures are loaded at their original size.
Resize – Adjusts the size of high-resolution textures to a smaller resolution to optimize render performance.
Compressed – Textures are loaded with compression to decrease GPU memory consumption. This texture mode sacrifices some texture quality to make the texture smaller (roughly ~75% reduction in memory usage). As a result, you need much less memory for textures enabling renders of bigger scenes. Not all textures are compressed using this option and exceptions are made based on the bitmap usage:
- If a bitmap is used for both normal/bump and color maps, as compression for normal maps is generally not good for color maps, and vice versa;
- Bitmaps used for displacement;
- Bitmaps used for lens effects.
Max Size – Specifies the resolution to which textures are resized when Mode is set to Resize.
Format – The amount of bits per channel used to store the material texture information into memory. This does not affect textures used for lights and displacement.
8-bit – 8 bits of data used per color channel.
Half – 16 bits of data used per color channel.
Float – 32 bits of data used per color channel.
Use System Memory for Textures – Lowers GPU memory usage significantly by offloading textures to system memory with little impact on performance.