Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: jetcrow on 2014-11-13, 14:56:15

Title: Resolution VS Memory
Post by: jetcrow on 2014-11-13, 14:56:15
Im knocked out. 4000x image rendering goes out of memory. 1920 rendered as bullet, and twice lower RAM used. Plz tell me what is it??!!!
Title: Re: Resolution VS Memory
Post by: jetcrow on 2014-11-13, 15:37:48
Oh! it was internal resolution. delete this topic plz.
Title: Re: Resolution VS Memory
Post by: mga1981 on 2014-11-16, 20:16:38
Hey man, how do you resolve problem with memory for very high resolution? Thanks
Title: Re: Resolution VS Memory
Post by: ikercito on 2014-11-17, 05:48:21
Go to VFB Settings, and under Image filter, turn Internal Res. from 2 to 1. I got the tip here in the forums and helped a lot. Don't really know what it does though...
Title: Re: Resolution VS Memory
Post by: Alex Abarca on 2014-11-17, 06:23:21
I've done images as large or close to 10,000px. Have you tried region renders? thats how I did mine, takes a while but I got it done.

Plus I was having the same problem with memory.
Title: Re: Resolution VS Memory
Post by: mga1981 on 2014-11-18, 10:05:06
Thanks guys, i know about filter value in settings, but when i put back to 1 i have jagged edges all over my renders, i post this problem https://forum.corona-renderer.com/index.php/topic,5830.msg40068.html#msg40068 (https://forum.corona-renderer.com/index.php/topic,5830.msg40068.html#msg40068)
Title: Re: Resolution VS Memory
Post by: Juraj on 2014-11-18, 14:13:18
Thanks guys, i know about filter value in settings, but when i put back to 1 i have jagged edges all over my renders, i post this problem https://forum.corona-renderer.com/index.php/topic,5830.msg40068.html#msg40068 (https://forum.corona-renderer.com/index.php/topic,5830.msg40068.html#msg40068)

Yep, if you tonemap in Corona (High compression 1.01-99) then Internal resolution=2 is good and comfortable choice. I still use it myself !.

Btw I render as high as 7680px with internal resolution=2 and I don't have memory issues, even on 32GB node. It does add few gigabytes of memory overhead, but not like double !


Usually memory issues start when something is capable of eating memory linearly, like displacement.
Title: Re: Resolution VS Memory
Post by: snakebox on 2014-11-19, 00:25:48
I recently did a job with a ton of detail and a huuuuge size (for a close up 7.5m wall print).

Ended up rendering it out in 30.000px x 15.000px

Now that was an exercise! (and a headache), but the solution at the end was using Deadline's tile rendering and outputting 1125 smaller tiles (due to memory problems with 16-32gb), and then stitching it all back together in Nuke.

I can't remember if I ended up keeping internal res 2 or not but I will try and post some images sometime soon. 
Title: Re: Resolution VS Memory
Post by: Juraj on 2014-11-19, 01:52:02
I recently did a job with a ton of detail and a huuuuge size (for a close up 7.5m wall print).

Ended up rendering it out in 30.000px x 15.000px

Now that was an exercise! (and a headache), but the solution at the end was using Deadline's tile rendering and outputting 1125 smaller tiles (due to memory problems with 16-32gb), and then stitching it all back together in Nuke.

I can't remember if I ended up keeping internal res 2 or not but I will try and post some images sometime soon.

I could be wrong, but in theory, keeping internal resolution 2 when there will be stitching later doesn't seem good idea since the anti-alias will happen only inside each tile, but not on borders (since the tile can't be aware of its neighbors). Maybe the visual difference would be small, maybe it would produce slight aliased grid along the merges borders of tiles... I don't know. Just my understanding, could be completely wrong..
Title: Re: Resolution VS Memory
Post by: snakebox on 2014-11-19, 07:31:30
I recently did a job with a ton of detail and a huuuuge size (for a close up 7.5m wall print).

Ended up rendering it out in 30.000px x 15.000px

Now that was an exercise! (and a headache), but the solution at the end was using Deadline's tile rendering and outputting 1125 smaller tiles (due to memory problems with 16-32gb), and then stitching it all back together in Nuke.

I can't remember if I ended up keeping internal res 2 or not but I will try and post some images sometime soon.

I could be wrong, but in theory, keeping internal resolution 2 when there will be stitching later doesn't seem good idea since the anti-alias will happen only inside each tile, but not on borders (since the tile can't be aware of its neighbors). Maybe the visual difference would be small, maybe it would produce slight aliased grid along the merges borders of tiles... I don't know. Just my understanding, could be completely wrong..

You could be very right, and I did end up using an internal res value of "1" because it was an exercise of memory usage, so did it naturally (maybe a bit lucky even).
anyway due to the size of the render and project, the amount of detail needed was absurd. 

fun facts:
Max file size: 1.847GB
Photoshop file size: 17GB
Jpeg output (quality 12 from PS): 340mb
16bit Tiff output (from PS): 870mb

on a machine with 32GB of ram, it took about 35mins to save the PS file during post production.