Hi,
I´m in a hurry to render a hi res picture. I have rendered it with no problem in 4000 x 3000 res. Now the client needs a 16000 x 12000 resolution. The F9 rendering won´t start even if I use limited region of just 1/10 of the image area and delete all the objects from the scene. What the heck!!
Can´t render hi res picture
Moderator: juanjgon
What GPUs are you using? ... this problem sounds to me like a memory issue. What is your free memory at low resolution?
Also, are you using render passes that could need a lot of GPU RAM?
You could try to don't use the display GPU for rendering and/or enable the out-of-core textures to see if this help ... but anyway be aware that a 16000x12000 image needs about 3 GB of frame buffer GPU RAM free to store the RGBA image. This kind of image only can be rendered with a 6 GB GPU.
-Juanjo
Also, are you using render passes that could need a lot of GPU RAM?
You could try to don't use the display GPU for rendering and/or enable the out-of-core textures to see if this help ... but anyway be aware that a 16000x12000 image needs about 3 GB of frame buffer GPU RAM free to store the RGBA image. This kind of image only can be rendered with a 6 GB GPU.
-Juanjo
- 3dreamstudios
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For future reference, Juanjo...if you enable the out of core option do you still need 6GB of vram for this type of rendering? Not sure how that feature works completly. If I have 16GB of RAM for PC and only 3GB let's say for VRAM would you be able to pull off this type of rendering with the out of core feature? Thanks.juanjgon wrote:What GPUs are you using? ... this problem sounds to me like a memory issue. What is your free memory at low resolution?
Also, are you using render passes that could need a lot of GPU RAM?
You could try to don't use the display GPU for rendering and/or enable the out-of-core textures to see if this help ... but anyway be aware that a 16000x12000 image needs about 3 GB of frame buffer GPU RAM free to store the RGBA image. This kind of image only can be rendered with a 6 GB GPU.
-Juanjo
Good luck to original poster...hope your able to get what you need.
Thanks,
I have two 3Gb cards.
It just feels odd that an empty scene that I only render a limited region of 10x10 pixels won´t render. (If the camera resolution is set to 16000 x 12000).
It would be great if the limited region option would really mean "limited region". So that if you render let´s say a 1/6 of the resolution, it would take only 1/6 of the memory need.
I have two 3Gb cards.
It just feels odd that an empty scene that I only render a limited region of 10x10 pixels won´t render. (If the camera resolution is set to 16000 x 12000).
It would be great if the limited region option would really mean "limited region". So that if you render let´s say a 1/6 of the resolution, it would take only 1/6 of the memory need.
The out-of-core feature currently only helps with the texture maps, but doesn't help with the frame buffer. A 16000x12000 image (192 MPixels image) needs about 3 GB to store the floating RGBA data, and only for the beauty pass. This memory only can be allocated currently in the GPU RAM. This problem only can be solved using out-of-core frame buffers or buckets rendering, but none of this solutions is available yet in Octane 2.23dreamstudios wrote: For future reference, Juanjo...if you enable the out of core option do you still need 6GB of vram for this type of rendering? Not sure how that feature works completly. If I have 16GB of RAM for PC and only 3GB let's say for VRAM would you be able to pull off this type of rendering with the out of core feature? Thanks.
-Juanjo
Yes, true, but currently as far I know, even while using a limited region Octane allocates the full image frame buffers in the GPU RAM.Builtdown wrote:Thanks,
I have two 3Gb cards.
It just feels odd that an empty scene that I only render a limited region of 10x10 pixels won´t render. (If the camera resolution is set to 16000 x 12000).
It would be great if the limited region option would really mean "limited region". So that if you render let´s say a 1/6 of the resolution, it would take only 1/6 of the memory need.
Perhaps you could think about build a camera rig with four cameras to render the scene in four parts, but I know that it is not the best solution.
-Juanjo