Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 22 5:13 am)
Did you load any textures with texture filtering set to none? That will cost lots of memory.
MSR at 0.2 is the normal lowest setting. 0.1 is overkill and only costing memory.
Put:
RBounces at 2, is good. But you can use 1 if you have no reflections going on.
IC at 32, the default, but you can try at 0 (zero)
PSamples at 4, or even 3 => 6 is heavy overkill for a simple scene
MSR at 0.2 leave it there
Bucket size, 16 or 8 or 4 => decreasing will reduce memory load for slightly longer render time
Fastest?
RB at 1
IC at 0
PS at 3
MSR at 1
Bucket size : play between 32, 16,8, or 4 (4 being the slowest but less memory hungry)
Optional:
Post filter size at 3 and on Type use sinc
GCorrection ON at 2.2
First check that ALL textures are at quality or crisp.
And a question?
What size is the HDR on the IBL light???? Set it at 256x256 pixels. YES, 256x256 pixels.
Too large a HDR on an IBL light is the fastest way to memory overload.. (I never use IBL or AO) => Allways IDL.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Check the displacement map value. If it looks high, it will choke your render. You may need to rely on bump mapping but it will affect the hair appearance on closeup. On your render, apply a value to the min. displacement bounds (i.e., 0.1), it may not be necessary but when you hover over that setting, the help field below recommends increasing the value from zero.
Otherwise, uncheck Use displacement maps and rerender. This might narrow down the problem.
Content Advisory! This message contains nudity
Poser Pro 2012 SR3
Windows 7 Professional 64 bit
Intel Core I7 990x 3.46G 6 core
24G RAM
EVGA GTX580 R Video Card
Single HP LP2475 1920x1200 monitor
______________________________
according to the initial post, you are running 32 bit windows.
My tutorial Breaking the 2Gb Barrier tells you how to raise the limits to 3Gb. Might save your day. http://www.book.artbeeweb.nl/?p=110
And do render as a separate process, but that was still the case I read.
happy rendering.
- - - - -
Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
Yeah, the horde werewolf takes a lot of memory. Other people i talked to said that it's normal. In most cases, i can get 2 werewolves to render if i reduce the raytrace bounces to 1. What impact on quality does this have though from reducing the RB from 2 down to 1 for a simple scene?
And does rendering it till it stops, then area rendering the rest of it (this combines both renders into one) seem like a good solution for now?
This problem also completely disappears when using depth map shadows, but i don't really like using those anymore =P
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Here's all the necessary info.
Running tri-core 3.1 ghz, 4 gigs of ram, windows xp 32-bits. (I'm limited to 2 gigs because of the 32-bit OS, but this usually isn't a problem)
The scene had a floor prop, one werewolf figure, one human figure with SSS applied by ezskin2.
The lights included a diffuse IBL with AO and an HDR image, one infinite light with raytracing shadows on, one rim light no shadows, one fill light no shadows.
My render settings are attached.
In the general settings i have "render in a separate process" checked.
After looking around, i saw a few tricks to try out. One said to raise my minimum shading rate from .1 to .2. I tried that and it still cut off. Another person said to turn off "light emitter" on the hair. I did, and it still cuts off. Turning down raytrace bounces from 2 to 1 did let it finish, but does this make any difference? I didn't notice much change in shadow quality. What other settings can i tweak to fix this memory issue? I'm barely hitting the limit because the werewolf renders fine when hes at a farther distance, but closeups give me problems when he's combined with another figure with Ezskin 2 SSS. And it's only this figure where i've ever had a memory issue.