This rollout is active only when rendering on GPU/RTX.
Resize Textures – Determines how textures' resolution/size are handled to help optimize memory usage. The possible values are:
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. Mipmapping – Instead of loading all the texture files at their default resolution (original or resized), V-Ray loads the textures as needed and automatically create mip-map tiles for them (regardless of their texture type). As a result, the GPU memory consumption could be decreased; textures that are not visible are not loaded, and textures that are further away from the camera are loaded with a lower resolution. During the texture-detection process, V-Ray GPU renders slower. Once it detects that all textures are loaded, it switches automatically to the traditional, faster mode, and a message about modes changing displays in the V-Ray log. This option is only available in the Production Rendering Mode. 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:
Fancy Bullets
type
circle
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.
UI Text Box
type
note
Compressed mode is supported on Windows and Linux only. On Apple devices the rendering will fallback to Full Size.
Size – When GPU Resize textures is enabled, this value specifies the resolution to which the textures are resized.
Format – The amount of bits per channel used to store the material texture information into memory.You can choose between 8 bit, 16 bit and 32 bit. This does not affect textures used for lights and displacement.