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This page provides information about the Textures rollout available under the Perf. tab when the production render renderer is V-Ray GPU. 

 


Overview

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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

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renderer is V-Ray GPU.

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UI Path

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: ||Render Setup window||

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> Performance tab >

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Parameters

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Textures rollout (Renderer set to V-Ray GPU)

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Parameters

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Mode

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Determines how the resolution and size of textures are handled to optimize

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memory usage.

Full-

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size – Textures are loaded at their original size.
Resize

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Adjusts the size of high-resolution textures to a smaller resolution to optimize render performance.

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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:

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  • 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

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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.

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