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Rendering with Arnold in CINEMA 4D using the C4DtoA plug-in.
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Optimize scene for IPR with multiple 8K texture maps?

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Message 1 of 3
AJUKking
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Optimize scene for IPR with multiple 8K texture maps?

Are there any ways to optimize a c4d scene which has multiple 8k texture maps so that it doesn't take 1.5 minutes for the IPR to start rendering every single time I turn it on?

My best idea is to just use smaller placeholder maps until I think the project is ready to render and then import the 8k maps. Any other suggestions?

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Message 2 of 3

Textures are cached and the .tx generation is also optimized to update the file only if necessary. 1.5 minute sounds way too high. How many textures are in the scene? Are you sure the textures are responsible? Are we talking about CPU or GPU render?

Message 3 of 3
madsd
in reply to: AJUKking

I confirm what Peter says.
Never use final resolution bitmaps in the bitmap loaders, use dummies, and triggers, and render time load the final.

I can for example have a render session going after 2 seconds with a 900 mb texture file, that is OFC properly mipped to .tx. - loading the texture traditionally and that is just 1 take ages. It's not the pipeline you want to navigate when dealing with textures in general. .tx render time load is your friend for snappy fast init time on render session ( and memory footprint bleed )

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