why do textures for turned off items end up in the render textures?
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There are discussions about ways to have the renderer ignore stuff but just turning something off should do that, right.
I have a crow that is occasionally in a scene .. other tiimes it's turned off and I'll still see the crow feather images loading into the start of the render and yes even if it hasn't been turned on at all in the scene session.
Comments
What do you mean by "turn off" ? Visibility ? Cutout Opacity ? Hide Geometry ?
Loading texture images doesn't mean they'll be finally fed into VRAM...
Turning them off in the scene pane ... not visible in the viewport nor the final render.
As models become more complex I am barely ahead of them with a combo of a 1080ti and a titanX ... before I moved the titan with it's 12g into the new machine I hadn't realized how many of my scenes pushed over 11g.
Not certain of the programming considerationsn, within iray) but back when I had the titan 12g and a 980ti ... the render engine certainly used the 980 for some processing because GPU-Z would show it at 5g while the titan was at 11 g.
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And until I added the titan in the new machine I getting renders that failed to load all the textures etc.and stopped before actually rendering and were reporting a shortage of vram to load stuff.
As far as rendering I could do large scenes in sections but I'm not certain if all thing was loaded back then or not because the verboise listed didn't show that info until recently
@alan
I too was under the same impression. My setup has a 4090 and a scene with 3 figures in a room would eat up 22 Gb of my VRAM. I had a ton of stuff made invisible so I was also under the impression that the invisible textures are also rendered.
To test this, I started a new scene and rendered two Genesis 9 figures. Then I rendered figure A only and set figure B to invisible. Repeated the same for figure B and the results were consistent. The hidden textures are not loaded in VRAM.
However! It still feels like VRAM is bloated.
Having 3 figures, all subd 3, textures 4k in a room with some furniture with 2k textures, all this would take up 22Gb is insane. And I can not explain this. I've tried to find a way to analyze what takes up so much VRAM, textures, geometry, other stuff, but have yet to find a way to do this.
If you are sufficiently intrigued...
Use Scene-Optimizer and take a look at all of the textures and other maps (distance from camera included)
IME: If you learn to use that add-in well you can render v complex scenes on modest-spec machines
OR
Turn off "CPU fallback"
Make a blank scene. Load a figure, then render it:
Do all 3 again using G9 textures (even if it look horrific) - reboot your machine each time
Still unconvinced?
REMs:
I will try that, seems like a plausible test.
I did a test of my own for which I opened another thread (still waiting for approval until it shows). Here my findings:
I will try your test too in the evening and wirte my findings here.
Alex