Quick question about textures in memory
SnowSultan
Posts: 3,774
in The Commons
If a large scene with many high-res textures is rendered, what calculates whether textures are loaded into memory and thus contribute to the render time and memory used?
- if objects are invisible, do they and their textures contribute?
- if items are out of frame or 'cut away' using section planes/interior cameras?
- if Canvases are used and only certain items are included in the rendered node?
Or is it just better to delete everything that isn't necessary and assemble very large scenes using multiple renders in postwork?
Thanks in advance.

Comments
everything in the scene, even if it won't be rendered, is loaded into VRAM when doing an Iray render.
Then there's this product, which had some discussion in the forum recently:
https://www.daz3d.com/resource-saver-shaders-collection-for-iray
I used to render parts of the scene and layer together, but I haven't had to do that in a while. I never have more than 3 characters and a set in the scene. I've seen some sets come out recently that have monstrously large textures for walls. Not efficient.
OK, then it sounds like deleting everything not needed is the way to go. Thanks.
Slimer, yeah we were talking about that in my other thread about compression. I'm basically trying to render a scene that I think is too big and has too many large textures to handle in one go, and was trying to better understand the mechanics behind memory usage and such.
There's also this:
https://www.daz3d.com/scene-optimizer
I love that utilitiy, it's been extremely useful for me, as I have a tendency to put way too many characters in a scene
I added that to my wishlist, thanks very much. The ability to change multiple subDs and remove detail maps sounds great.