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๐งต Blender out of GPU memory
Anonymous at Sat, 29 Jan 2022 16:16:30 UTC No. 878854
How much memory does the fucking thing needs? I have 8 gigs and I can barely put more than one model and the background. It shits the bed half the time. If I forget to turn off textures in viewport it shits the bed 100% times. It seems to work better a year ago, though I use more detailed models now.
Is it possible to optimise? Content in the scene use less than 1gb on hard drive, why does it balloon in the scene?
Anonymous at Sat, 29 Jan 2022 16:18:03 UTC No. 878855
Also I have 32 gigs of RAM but I guess it don't use any in GPU rendering.
Anonymous at Sat, 29 Jan 2022 16:24:43 UTC No. 878856
>why does it balloon in the scene?
Because its compressed but for raytracing you need honest 4k*4k*3-4 bytes. Per each bitmap.
Anonymous at Sat, 29 Jan 2022 16:35:17 UTC No. 878859
>>878854
Blender is a piece of shit in this regard because all the baseddevs have 64 niggabytes of vram on their rtx 6969 cards and will never bother to fix it.
You have to make LOD models anon.
Anonymous at Sat, 29 Jan 2022 16:55:55 UTC No. 878863
>>878856
>>878859
Good to know it's not just me. Guess I'll sell my liver and buy 24 gigs GPU.
Anonymous at Sat, 29 Jan 2022 18:38:30 UTC No. 878877
>>878854
>laughs in Iray
I recommend having a look into what Dazlets do when rendering. They might not know much when it comes to 3D but they do know their rendering. None of the stuff Daz puts out is optimised in any shape or form as well.
Personally I'm an NPR guy so I don't really bother with renders but I had no idea that you could just get 10 4gb graphics cards and have all their video memory pool together in Daz. The Nvidia Quadro costs something like 5000-10000$ for 30gb vram. Or you could do some crazy shit and link a bunch of older cards and get the same vram for a fraction of the cost.
Or just pay for a renderfarm.
Anonymous at Sat, 29 Jan 2022 19:01:58 UTC No. 878880
>>878854
Welcome to reality. Cycles is an unoptimized messy renderer. Another reason to stay clear off free software.
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Anonymous at Sat, 29 Jan 2022 19:21:56 UTC No. 878886
>>878877
>what Dazlets do when rendering
There is not much you can really do besides aggressively cutting down everything that is not in front of cam. I usually downscale all textures save for skin albedo/normal maps by at least 2. Daz also has plugins to automatically hide all objects that are not in viewport. Another thing I've been recently considering, is to use really low textures for everything except for face, downscale render to 33-50% and then reupscale to 1080p with topaz and then photoshop face in.
Anonymous at Sat, 29 Jan 2022 20:12:07 UTC No. 878896
>>878854
prolly the textures
limit them to 4k then 2k in the render settings
other than that may be to much geometry so temper with the subdivisions
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Anonymous at Sat, 29 Jan 2022 21:12:41 UTC No. 878906
>>878863
for me its the EVGA Geforce RTX 2080 Ti FTW3
Anonymous at Sat, 29 Jan 2022 21:34:07 UTC No. 878910
>>878854
I've got 8 gigs of VRAM (GTX 1080), and 16 gigs of RAM and never ran into this issue, save one or two times when I was using 8k maps for some retarded reason. Or I was using Eevee and trying to render something at higher than 10,000 pixels on one side (people talk about Cycles being unoptimized).
What does your scene look like in terms of vert count and texture sizes? Seems like you're trying to ask way too much of your system than you realistically need.
Anonymous at Sun, 30 Jan 2022 00:25:58 UTC No. 878943
>>878910
Just some coom stuff with smutbase models. Sometimes with content ported from DAZ. I can't do shit in DAZ though.
I render exclusively in Cycles and I don't think it cares about resolution or sample rate. I can bump it to infinity and as long as it loads in the beginning it will render.
>>878896
>>878886
Is it just the textures? Does excessive subdivs increase VRAM use? Particle hair?
Anonymous at Sun, 30 Jan 2022 00:46:37 UTC No. 878945
>>878863
u can just use render farm or render limited frames.
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Anonymous at Sun, 30 Jan 2022 14:39:34 UTC No. 879028
>>878896
>limit them to 4k
it's not 2010 anymore
Anonymous at Sun, 30 Jan 2022 19:32:52 UTC No. 879071
>>878943
>Is it just the textures?
Normally 70% of scene's weight during rendering is textures for me.
>Does excessive subdivs increase VRAM use?
As I understand it, when you have displacement map the model gets subdivided so basically every pixel of disp map gets polygon of its own. That amount of subdivision can double or triple scene size easily. But I don't think geometry has to be in GPU RAM.
>Particle hair?
Yes, but once again, it's just geometry.
Anonymous at Mon, 31 Jan 2022 06:57:19 UTC No. 879141
>>878886
Anybody have that image of this bitch's face photoshopped onto that kid from the movie: Come and See? Oh boy I'm chuckling so loud right now.
Anonymous at Mon, 31 Jan 2022 07:08:33 UTC No. 879142
>>878945
kill. yourself. lad.
Anonymous at Mon, 31 Jan 2022 07:26:12 UTC No. 879145
>>879028
>coomers care about resolution
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Anonymous at Mon, 31 Jan 2022 08:44:26 UTC No. 879162
>>879141
Have an upscaled uncanny doomguy instead
Anonymous at Mon, 31 Jan 2022 10:43:30 UTC No. 879170
>>879162
Kek.
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Anonymous at Tue, 1 Feb 2022 00:13:58 UTC No. 879263
>>878854
>I have 8 gigs
There's your problem.