Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
^I think they made some optimisation improvements for the more recent versions (used to be that Iray needed to load the texture maps per surface (not per map) so you'd have multiple copies of the same map loaded in VRAM (or so I recall - could be misremembering something - but that'd explain it)
Per surface and not per map! Wow, that's incredibly horrible optimization for a VRAM dependant render engine lol. That would explain how this render could take up 3 gb vram, all the pieces are seperate geometry, but using only a few shaders, so a lot of the same texture maps. I am hoping the latest public release is using this optimization, the whole guardhouse will probably max out even the best GPU available with that kind of halfassed optimization.
https://www.chaosgroup.com/vray/blender
Some add-ons (e.g. Retopoflow?) if you are serious about it, but I have got by using a combination of vertex snapping, shrinkwrap modifier and the 'extrude to' operation.
Sorry, pass on that one.