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Messages - ladybug77

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Thanks for all of the helps guys ! really appreciate it!

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ohh thankss! will have a look at this !

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Thanks for amazing tips!  I probably will try reducing the textures on my greens as they are probably not that visible, and keep textures on buildings..

Your answer also has answered my other question in mind , whether there's any optimization script that could batch minimizing them without creating autosave/ double save on local library , but that's too good to be true! 



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I see, thanks for the explanation, so other than adding more ram, will it help if I manually resave each bitmap to maybe 50-70% of its original size ? or is there a more effective way to optimize scenes?

Thank you!

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Hi Tom,

Thanks for your reply, really appreciate it,,

I usually just ignore the log , but this time I really need to find out why things are behaving like they are.. so the RAM issue log says it saved the stats under
C:\Users\'yourusername'\AppData\Local\CoronaRenderer - textureStats.

It shows all of the textures I have on my scene, however the stats show multiplied size of bitmaps? They are 5-10 larger than the original size that I have in my library. I use an  HDRI in my scene, the original size is 167mb and it becomes 682 mb in the log, I was hoping to reduce some maps but after seeing this I'm not sure how am I supposed to reduce them , since they are all showing different numbers than what they actually are.

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Hi, I always get RAM issue when rendering once I start on high res (above 4k) and I usually ignore it because so far it's been fine, scenes get rendered at the end, although sometimes I do have to restart my PC to be able to jump the GI calculating phase.. and that is my go to resolution.

This 'heaviest textures' under RAM issue has been bothering me, I'm not sure why the notification always shows multiplied/ incorrect size of bitmaps , for example this- wall01_diff here, it goes up to almost 10 times its original size, and I'm not sure why.

Does anyone have explanation for this..?  it becomes such a pain when I have a lot of vegetation items with multi sub materials.. on one scene my processors refuse to work because of these ' large textures '- I have optimized the scene and it's only less than 200mb in size..


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