Hi,
when using FG in moderately complex scene (3m triangles) mr runs out of
ram and starts flushing stuff in little 1 mb bits and the whole
rendering process grinds to a halt. Is there any way around this, I've
tried the usual suspect like bsp but spliting up scene into lots of
passes is a bit tricky since a lot of things reflect off each other (yes
falloff is on, trace depth down, etc.)
I assume it must be fg points since when just rendering a small render
region the whole process goes quickly.
Also turning off fg makes things work quickly as expected. In the
progress log it first gives increasing fg % reports, then starts to
mention undersampler allocating mem for pointcache, finally it says
scene cache flush and keeps repeating this cycle forever and ever and
ever.
Any advice?
Thank you,
Fabian
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