Title: Render size vrs. amount of memory Post by: haltenny on December 14, 2014, 06:48:25 PM Just curious about this. I have 12 gigs of memory on a windows 7 64 bit machine. The largest render (with Mandelbulb 3D) I can seem to get with good quality settings, etc. is 'around' 11,000 X 11,000 pixels give or take a bit. Any larger and I get the out of memory message. My question is whether anyone has more memory, and how much larger they can render because of it. I have had several occasions now where I need to render quite a bit larger so I can anti-alias and such.
I've also used the big render utility, but can't seem to get anywhere near as nice looking shadows and quality... Title: Re: Render size vrs. amount of memory Post by: lenord on December 15, 2014, 02:59:31 AM MB3D is a 32 bit app, the memory access limit on any 32 bit app is 4 Gig, in actuality less than that about 3.5 Gig because of headroom used by the OS and running BG resources so anything over 4 Gig of RAM is not accessible by the program anyway. If you want a very large Render at HQ render settings you have to use the Big Render Option and Render in Blocks to be assembled after all Blocks are rendered. BiG renders have a lot of drawbacks, most post process renders Shadows, Reflects, DoF are handled differently so it's an experiment getting a Huge Render right. As far as Antialiasing I never do it with MB3D, I always save 1:1 and use another Editor for AA because most have a capability of choosing different Algorithms for the process and are more flexible and efficient at the job
Title: Re: Render size vrs. amount of memory Post by: haltenny on December 15, 2014, 11:25:41 AM MB3D is a 32 bit app, the memory access limit on any 32 bit app is 4 Gig, in actuality less than that about 3.5 Gig because of headroom used by the OS and running BG resources so anything over 4 Gig of RAM is not accessible by the program anyway. If you want a very large Render at HQ render settings you have to use the Big Render Option and Render in Blocks to be assembled after all Blocks are rendered. BiG renders have a lot of drawbacks, most post process renders Shadows, Reflects, DoF are handled differently so it's an experiment getting a Huge Render right. As far as Antialiasing I never do it with MB3D, I always save 1:1 and use another Editor for AA because most have a capability of choosing different Algorithms for the process and are more flexible and efficient at the job Ahh... that's right, I totally forgot about that. I had remembered getting a render size increase a good while back. I thought it was when I added RAM and went from 2 to 4 gigs. But it was probably when I went from 32 bit to 64 bit windows. |