azen wrote:Sent you a contact address via PM. I recommend WeTransfer for sending large scenes.darkline wrote:Can anyone send me an email address and I can send you the file please?
Done, thanks very much
azen wrote:Sent you a contact address via PM. I recommend WeTransfer for sending large scenes.darkline wrote:Can anyone send me an email address and I can send you the file please?
Sorry, but we didn't receive a scene, could you send it again to me or azen. Thank you.darkline wrote:Hi, just a quick follow up but how did you get on with my scene?
Did you experience the same issues as me? Can this be fixed, or does V3 really take up 2.5x the Vram of the same scenes?
Yes, we've got the scene and I had a look at it, but must have forgotten to get back to you and let you know of the conclusions. Apologies for that.darkline wrote:Hi Abstrax,
think I replied to the other thread, but I resent the file and got a download confirmation.
Just wondering if you were able to reproduce the problem and or see a possible fix?
thanks
The memory usage of the geometry in v2 and v3 should be the same. It's the sample buffer that required additional memory in v3. But you can reduce the memory usage of the sample buffer by setting parallel samples to 1. v3 doesn't have the film buffer on the GPU anymore which save a bit, but that becomes only significant if the the resolution is not tiny (as in your example scene). If that is not enough, then I assume that was a really tight fit on v2.darkline wrote:Thank you for the explanation.
V2 had a poly limit of I think 19 million, so I reduced the fur by 50% to get it to work In that, and tried some displacement maps to bridge the gap. As you say the problem I have now is those scenes don't open in v3, even with parallel samples set to 1.
If you want to do anything fur related, you would usually use the hair primitive which uses a lot less memory. Unfortunately there doesn't seem to be a way to fetch the actual hair information from 3ds max hair&fur, which is the actual problem here.So looks like I'm stuck with v2 if v3 increases ram usage even more so. I just bought a 980ti but perhaps I need a 1080 for anything fur related. I've also just upgraded from 32gb to 64gb ram which I'm sure will help, so I'll try v3 again when the max plugin gets a more stable release.
Don't take this the wrong way but if octane is going in the direction of more ram usage I think it's something you really need to look at. If I can't render my single fur teddy bear, how's anyone going to use octane for making multiple characters with fur? I think it's a very serious limitation which will struggle being adopted by big studios because of this, and with each release it seems to increase ram usage, not optimise it.
Perhaps this is a limitation of all GPU renderes and it's simply a case of picking the right renderer for the job. But thanks for the explanation and I know what I can and can't do with it now. I'm really looking forward to adaptive sampling in 3.1.