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show user profile  Vaiestro

Hi all,

What options do I have available if I want to render rather large images (approx 5000 px by 7000 px) in smaller chunks so that my computer won't crash? Can Backburner cut up a render into smaller managable sizes?

I have the new Mac Pro 8 core with 4GB RAM, running Vista 64-bit but it seems that it's still not enough power to render out a 5000x7000 px image :/

Many thanks,

read 759 times
4/16/2008 2:50:28 AM (last edit: 4/16/2008 2:50:28 AM)
show user profile  STRAT
we regularly render at 10000 px plus, and that was on duals before we had octs. It's a case of optimizations. Generally, settings like gi can be a lot less for larger images than for smaller images. I'm not as familiar with max these days so i can't specifically advise.

You can always render using the letter box method - putting large blacked out squares over different areas of the scene, rendering, then patching together in post later on.


read 752 times
4/16/2008 2:59:05 AM (last edit: 4/16/2008 3:00:01 AM)
show user profile  Vaiestro
Many thanks Strat :) I never thought of the letterbox method! That's pretty smart! Ok, in the way of optimizations, if I take off all the textures of the scene and add a single grey material to the entire scene, it won't crash. So I am thinking it's all the textures... are there any tips as far as texture mapping goes?


read 747 times
4/16/2008 3:06:36 AM (last edit: 4/16/2008 3:06:36 AM)
show user profile  STRAT
yep, make all your textures fully uncompressed tiffs or so forth. dont use any jpgs.


read 731 times
4/16/2008 3:32:07 AM (last edit: 4/16/2008 3:32:07 AM)
show user profile  Vaiestro
Wow. So using larger textures files (i.e. tiff etc) will lessen rendertime? How does that work? I always thought that compressed (jpg) textures would lessen rendertime. Are u kidding me? :P

read 725 times
4/16/2008 3:40:05 AM (last edit: 4/16/2008 3:40:05 AM)
show user profile  STRAT
using compressed textures (ie, jpg's) need to be uncompressed at time of render. this means ram. and a fair bit of it.

we're not too concerned with faster or slower render times, but more concerned with your computer being able to cope. this usually means making life easy for your processor and available ram. And when you need big big renders done you need to optimise, and using jpg's just eats ram, and when ram is used up thats generally it; either the computer clicks along on internal page filing or just crashes out completely.

sounds nuts, but a large texture as a tiff might be tens of mega bytes larger than it's jpg equivalent, but will process and render more efficiently than the jpg.

generally, no reason not to use jpg textures, but for large renders? you need all the ram you can muster mister :)


read 720 times
4/16/2008 3:44:32 AM (last edit: 4/16/2008 3:54:03 AM)
show user profile  Vaiestro
Many thanks mate! Makes a whole lotta sense!


read 711 times
4/16/2008 4:09:32 AM (last edit: 4/16/2008 4:09:32 AM)
show user profile  LordPanzer
Interesting. I've been wondering about textures and memory.
How about procedural maps? How do they compare to .jpg and .tiff in terms of memory use and rendertime?

Insanity is just a state of mind

read 705 times
4/16/2008 4:23:28 AM (last edit: 4/16/2008 4:23:28 AM)
show user profile  STRAT
proceedural maps? eek. did you know the baby Jesus crys every time one of those are used. :(


read 701 times
4/16/2008 4:35:37 AM (last edit: 4/16/2008 4:35:37 AM)
show user profile  LordPanzer
Nooo. Really? :)

Insanity is just a state of mind

read 691 times
4/16/2008 5:38:33 AM (last edit: 4/16/2008 5:38:33 AM)
show user profile  STRAT
lol, well, not per say, but procs, like layered materials, dont do you any favours in general.


read 683 times
4/16/2008 5:47:03 AM (last edit: 4/16/2008 5:47:03 AM)
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