This page provides information about the Textures rollout available under the Perf. tab when the production render 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 rederer is V-Ray GPU.
UI Path
||Render Setup window|| > Performance tab > Textures rollout
Parameters
Mode – Determines how the resolution and size of textures are handled to optimize the 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. The GPU engine loads as much texture tiles on the GPU as it can, then swaps the ones that are needed between GPU RAM and CPU RAM.
On-demand mip-mapped – Instead of loading all the texture files at their default resolution (original or resized), V-Ray GPU 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 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 (a message about changing modes is displayed in the V-Ray log).
Max Size – This option is not available with V-Ray GPU.
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.