I may add these about texture resolution that may help you. The problem you describe are common and are generate by this leitmotiv : I will got more details in my texture if I am using higher resolution. Well that the common mistake and it 's not related to Mental Ray it's generic to any render system. You will need to resize down your texture to get all the details.
Ok that sound weird, paradoxal ( it s a scandal monsieur !!!! , ...... please choose the word you prefer ) so Why ? if you render let's in 2K a 8K texture ( with a lot of fine details ).
For one pixel rendered you will get several texels to be render. So renderer ( Mr, PRman, Vray .... ) will average ( it's called filter ) the texture to get theses texels to fit in the rendered pixel. The result is that you will loose all the details of your texture. So the first reflex is to increase filtering sampling and AA value but it's very inefficient and your are not guaranteed to retrieve all the details.
So having 8K textures are pretty useless until your render in 4K.
But that doesn't mean you should paint your texture in lower resolution. Ask your texture artist to paint it in 8K.
As Holger mentioned reduce the source and keep it with a good filter ( sinc or lanczos ) the details will be kept and will be anti aliased.
I see this question coming : Yes ok but if I convert my texture in a pyramidal .map file I should already get my reduced texture so Why should I need to scale down it ?
Again this is a common mistake. 8K texture reduced in 2k with a sinc filter and then used as a 2K texture will reveal much more details than a 2K mipmaped version of a 8K texture.
Why ? Again because of the filtering process. To choose the right mipmap resolution you need to look up the higher resolution and the lower resolution of you current mipmap version and filter them with the current one. If you don't do that you will end up with some transition problem if your object will move away of your camera.
So reducing the texture will also reduce your space disk thus your network traffic thus decrease your render time.
Hope it was clear, it's pretty unintuitive. But again I experimented theses stuff on The Golden Compass with PRman and I could stabilise render and memory usage and verify that I was not smoking cracks.
More information about .map that I observed.
- It looks like that MR load in memory only the texel visible of the texture. Since XSI keep the texture in memory when you do a render region. Your second render is cached.
- If you add the new texture layer then you will have to rebuild your cache again. The first render may be slower but the next one should be faster.
- Memory limits should be set everytime if you aim stability.
- .map are network killer so have a local copy on your render node.
- .map on a 32 bit system works on 64 bits system not the opposite. I suspect the way the memory is managed in 64 bits is incompatible with 32 bits system.
- tiled option increase speed but is incompatible with older version of MR.
Others tips with texture is to use the 4 channels you have ( RGBA ) to store different type of data.
eg.
Spec map 1 in R
Spec map 2 in G
Reflection map in B
Occlusion map in A
Hope this help. It's not answering your question but may eradicate your problem.
Harry Bardak TD / Compositor. Http://perso.wanadoo.fr/harry.bardak/ +33 6 76 63 35 54+44 781 661 4147
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> Date: Wed, 2 Jan 2008 19:58:25 -0800
> From: andy(at)thefront.com
> To: xsi(at)Softimage.COM
> Subject: Lots of very high res textures
>
> Okay, let me preface this by saying I know it's kind of ridiculous to try to render with a bunch of 8K 32-bit floating point textures. I have an asset that I got from another vendor that came with multiple 8K maps for different parts of the shading (diffuse1, diffuse2, spec1, spec2, etc. -- like 8 maps per surface total). And there are about 5 different shaders on the asset. So, all told, I'm looking at about 25GB of texture data (when uncompressed). And, after converting the files to pyramidal .map files, I'm up to 53 GB. Obviously, that's WAY overkill for the single frame of the asset at a sort of far distance that I have to render. But it's not that common that I end up with an asset this heavy on textures, so I figured I'd have a go at getting it to actually render.
>
> I'm still experimenting, but so far, I've noticed some pretty interesting things.
>
> 1) I'm taking it for granted that I must use pyramidal .map files. I didn't even bother trying this without doing that, but I'm pretty sure it's true.
> 2) In conjunction with pyramidal .map files, elliptical filtering works at a reasonable speed for lookups on a single texture, and didn't seem terribly slower than disabling elliptical filtering (though I found that a little surprising). So, most of my tests were done with elliptical filtering (20, 4, .3).
> 3) For those of us like me who often lazily don't set a Mental Ray memory limit, you'll need to do that. Otherwise, MR has an increased tendency to choke on memory allocation.
> 4) If I draw a region, the render speed increases dramatically when I refresh. For example, an experimental "first round" render time was about 1m31s, whereas refreshing the region took only 16s. My hypothesis for this is that the hard disk's cache is simply doing its job.
> 5) If I enable more than one texture per sample (for example, if I'm using both a spec map and a separate diffuse map), I experience dramatically increased render times. For example, 3m12s vs 14m17s. My hypothesis for this is that the hard disk is having to seek back and forth between the two textures which live very far apart from each other on the disk (since they are 8K).
>
> Together, 4 and 5 suggest a possible optimization whereby one would benefit from simply rendering each texture individually to an empty buffer, then re-rendering the multi-textured surface samples (presumably pulling textures straight out of the cache the second time around). Or, you could render in multiple passes, restricting each pass to a single texture (though this gets really really complicated, if not impossible, when you get to things like reflections, where you're casting multiple rays per sample).
>
> 6) For these renders, my CPU utilization is generally down to about 6%, for the obvious reason that all the time is being spent doing lookups on textures. What I would really like is a way to manually "kill off" perceived texture resolution in my .map files, so that MR effectively ignores a specified number of the highest resolution layers of the pyramid, so that I could force myself back to renders with more reasonable CPU utilization. While there's an obvious way to do this (down-res the texture and regenerate the .map), it's a lot of extra work that doesn't seem like it should really be necessary, since the resulting textures are already a subset of the existing ones. I think there are ways to sort of do this, and I'm particularly interested in any information people have about that. For example, I know that in the elliptical filtering settings, you can specify the maximum number of texels covered by the minor radius in the highest resolution pyramid. My standard h!
as aways been 4, but for example, I was able to decrease the render above that took 3m12s down to 1m37s by taking this value down to 2. That's an improvement, but nowhere near what would be needed to get back to more reasonable render times. I've already been over this a good while back, but it's pretty annoying that MR reads the texture filter bias (the multi-resolution texture blurring parameter on the clip) from the .map file (basically because they chose to implement on-disk memory mapping for the entire image structure, instead of just the data portion of it, as they should have).
>
> Anyway, I'm not holding my breath for any major revelations about how to optimize a scene with lots of gigantic textures (unless someone's got some?), but I just thought this was a good opportunity to push the envelope a bit, do a few tests and think about possible improvements for the future. As storage gets more and more affordable, 8K textures and "taller" pyramidal maps are going to become more and more common. Not so much because you really need the higher resolution, but because you "could" need it on a close-up render of an asset, and it's often easier to just paint one high resolution texture and have it be dealt with dynamically. I think that at some point, MR needs a re-write of the direct-from-disk texturing method. A multi-channel format would be a good start, to optimize situation #5 above. A new format should ideally also be able to completely emulate the behavior of lower resolution textures with as little performance loss as possible. And on the imple!
mentation side, it should be optimized as much as possible for read-ahead.
>
> But honestly, I'm still kind of impressed that it's even stable (32-bit Windows).
>
> Now, I'll just shut up and down-rez all my textures to 1/4th resolution.
>
> - Andy
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