![]() If you use the eye-icon in scene-tab to hide things that are not visible in camera, the textures and geometry of those items are not taken into account when sending the scene to the GPU for rendering. So I am just curious how to avoid this pitfall in the future. Also, I have no idea what I am talking about, technically. And also, is there no way to segment your render so there is not too many textures at once? Kind of like how 3Delight used to? Or is that not possible with Ray Tracing. I am curious what happened in older versions of DAZ though. If you turn off CPU Fallback, you will just get a blank render immediately. and you can use compositing techniques as well, as in render the figure separate from the buildings/landscapes from the scene and whatnot.Ĭan confirm. If you're not American, then I would limit your texture sizes and bump your subdivision down to one if it isn't there already. The best thing is to get a GPU that exceeds the 8Gb VRAM limit, I spent almost a year saving up for my RTX 3090 as I was tired of my GPU limiting my scenes as I too upgraded from a GTX 1080!īTW, If you're a US citizen you can get yours at Best Buy as it's the solitary place that sells Nvidia GPU FEs at MSRP, just go to hotstock.io to sign up to their site/app, so you can get alerts as to when they drop, and they've been dropping at least 3 times per month! So, no matter what my GPU wont touch this render for any reason? Not even in some sort of cyclical aspect? I don't really know how any of this works in the end, but I didn't anticipate this.ĭo other rendering suites have this same limitation of not being able to render with the GPU if the total texture size exceeds the GPU capacity, or is a DAZ3D exclusive issue? I am kind of wondering if what I am doing is unusual, or non efficient, or if other people do the same.ĭo you have any suggestions, or is it just something I need to let run over night and take my computer to the redline.
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