[Bf-cycles] Bucket rendering
Brecht Van Lommel
brechtvanlommel at pandora.be
Thu Nov 3 23:18:10 CET 2011
A system for rendering scenes bigger than memory is not something that
will be added soon, it might be a year or so before I even get to
this... But basically in such cases interactivity will have to be
sacrificed, how much we'll have to find out.
If the scene fits in CPU memory but not GPU, it might not be so bad.
If it doesn't fit in CPU memory and only on disk, it's going to be
much worse. Probably the answer is in many cases that you only get
interactivity on a lower resolution version of your scene.
On Thu, Nov 3, 2011 at 10:20 PM, David <db4tech at yahoo.co.uk> wrote:
> Hi Brecht,
> On BlenderArtists.com it has been mentioned that, at the conference using
> buckets for Cycles rendering might be considered as a way of overcoming
> memory limitations.
> Could this function as a fail-safe, rather than a default method?
> The graphic card's memory is calculated, if there will not be enough memory
> available to render, then (rather than the render failing) the process
> switches to using buckets?
> Would bucket rendering on a GPU function similar to Blender's internal
> renderer and other bucket rendering engines, segmented render sections
> completed in turn, if so how do you maintain attractive real time viewport
> editing updates?
> Thank you,
> David Black
> Bf-cycles mailing list
> Bf-cycles at blender.org
More information about the Bf-cycles