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When using the V-Ray GPU engine, additional parameters become available from this rollout to help adjust the way your GPU will render the given scene.

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Out-of-core (WIP) – Enables an experimental feature for evicting triangle meshes out of the GPU memory when they are no longer needed in order to make room for other resources, once the GPU device(s) run out of memory. This option is available for V-Ray GPU only and is not yet supported for RTX.

Texture Mode – Determines how textures' resolution/size are handled to help optimize memory usage. The possible values are:

Full size textures – Textures are loaded at their original size.
Resize all textures – Adjusts the size of textures to a smaller resolution to optimize render performance.
On-demand mipmapping – Instead of loading all the texture files at their default resolution (original or resized), V-Ray loads the textures as needed and automatically creates mip-map tiles for them (regardless of their texture type). As a result, the GPU memory consumption is decreased; textures that are not visible are not loaded, and textures that are further away from the camera are loaded with a lower resolution.
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.
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The Compressed Texture Mode is currently supported on Windows and Linux only. On macOS devices, it falls back to Full size texture mode.

Texture Size – Specifies the resolution to which textures are resized when Texture Mode is set to Resize all textures.

Texture 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.

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