Keeping down memory?

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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LFedit
Licensed Customer
Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

What are some tips and tricks to keep down memory? It it weighted mostly on polygons and texture size? What about replicators or instances? Do they lower memory use? Or does modo mesh count lower memory by any chance? Like if I combine more polygons to less meshes? Or doesn't that help at all? What about less groups or materials? Less octane overrides? More overrides for less converting on the fly?

I work on a lot of large scenes and just want to know how to speed up loading into octane time, along with render time, and keeping everything in 8gb of ramm for my gfx card to utlitize the RTX...

Any tips would be great.

Thanks
Win 10, Threadripper Pro, Dual 3090s
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face_off
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

In general, using Replicators and Mesh Instances reduces VRAM requirements. And usually textures take more VRAM than geometry (particularly HDR environment images). I a small number of large meshes load into Octane fractionally faster than a large number of small meshes. Yes, fewer Material groups helps reload speed between frames. I think an Octane Override loads approximately as fast as a material mask without an Octane Override. The next release has a performance boost when loading Replicators when changing frame during an animation, which may help you. I think the biggest performance gains on large scenes gain would be octane.saveAnimation part of your scene to ORBX and reload that ORBX as a proxy.

Hope that helps.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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LFedit
Licensed Customer
Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

Perfect. I will keep all of this in mind. Thanks!!!
Win 10, Threadripper Pro, Dual 3090s
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