Vray VfSTextureCache During Rendering
-
Started doing some test rendering for my Vray guitar rendering and noticed that during that time it generates 100s-1000s of cached images under ...temp/VfSTextureCache. Some of these images are 1 x 1 pixels. This was on a 1/4 section of the guitar neck which was created with Artisan and contains thousands of faces. Is this common? It just went up to 1,076 images before it crashed the renderer.
-
Answering my own question here but I just ran a test and it's caused by SketchUV's box mapping. I also tested a tube map and it does the same thing. I haven't tested the other mappings. A straight application of an SU material or a Vray Vismat will on result in the single associated bit map. 435 cached images for a three arc tube mapping alone.
-
Thea suffered from this a few years ago but Tomasz fixed it.
Have you tried Thea Gus?
Though vray1.6 may hve fixed this issue.
-
@rich o brien said:
Thea suffered from this a few years ago but Tomasz fixed it.
Have you tried Thea Gus?
Though vray1.6 may hve fixed this issue.
I have the Thea demo loaded up and my be testing that soon. I'm already pretty familiar with Kerkythea. It appears that triangulating the tube will prevent that and results in a single image cache. I'll see what happens if I triangulate the neck. Of course we're literally looking at doubling the amount of a rather large increase in faces and vectors.
-
SU quads are not quads they are 2 tris. hence thomthoms quadface convention.
triangulating in SU is a neccesity. stop thinking removing geometry makes things lighter. it introduces problems for other apps i find.
try unwrapping an n-gon in Blender to see what i mean.
-
@rich o brien said:
SU quads are not quads they are 2 tris. hence thomthoms quadface convention.
triangulating in SU is a neccesity. stop thinking removing geometry makes things lighter. it introduces problems for other apps i find.
try unwrapping an n-gon in Blender to see what i mean.
Last night I was attempting to render the scene below and I had to pull the plug on the rendering after it reached over 6,300 cached textures. Apparently, the SketchUV triangulating of the tube (guitar strings) did not work. So, I un-triangulated and re-triangulated using Thomthom's QuadfaceTools
.
This is the new rendering with generic SU mapping on the neck which still doesn't work at all angles. However, with all the readjustments for Vray and SketchUV it went from over 6,300 texture images down to 11. This rendering (2048 x 997) took less than 30 minutes which is blazingly fast.
-
Did Thom triangulation also cause multiple textures?
Did you render it in Thea to see what was exported in terms of textures?
-
@rich o brien said:
Did Thom triangulation also cause multiple textures?
Did you render it in Thea to see what was exported in terms of textures?
Thom's triangulation did not cause any multiple textures. Just ran a quick test of Thea and it did not cause multiple textures on a simple render of the neck with a SketchUV box map and the string with a SketchUV tube map. No multiple textures. Tested Vray again with the tube mapped string and it crashed the render. Thea will cache what's in the scene while Vray will cache everything in the model.
-
I thought as much. Tomasz (Thea4SU Dev) is well aware of the problem of multiple textures...
Decision time for you. Stick with Vray or migrate to Thea...
Both have exciting new versions coming.
-
or we could fix the problem... sign up for the beta, try it out, if the issue persists, report the bug, and we'll fix it. Beta is the best time to handle situations like this, so please, help us help you.
-
@dkendig said:
or we could fix the problem... sign up for the beta, try it out, if the issue persists, report the bug, and we'll fix it. Beta is the best time to handle situations like this, so please, help us help you.
Fixing it would be optimal. Signed up for beta the minute I saw it reported here at Sketchucation.
-
good to hear, I look forward to seeing this bug in our bug tracker.
Advertisement