#Ram woes
3 messages in this thread
I have some basic questions about ram usage in 3DS. I am and for the next few
months will be rendering a series of ray traced images to reproduced at poster
size (up to 6000 ppi). I have 40 mb of ram and these renderings are bringing
my computer to its knees (rendering times between 24 and120 hrs.). I'm
creating swap files up to 140 mb. Swap files are being created within seconds
of the beginning of the rendering process.
My question is will an additional 64 mb of ram do me substantial good or will a
swap file simply start a few minutes into the renderings as opposed to a few
seconds with no real savings in rend time? Is there a rule of thumb (file size
vs. output size = ram required)? or something similar. Does swap file created
equal ram wanted? Thanks very much. I''m off to buy ram pending a reply.
Harold
Harold,
I can't answer your question about the additional ram substantially decreasing
your rendering time. I suggest that you optimize your hard drive each time you
render, so that you have contiguous space for that large swap file. Is the
final output size rendered at full resolution, if so, you might want to do a
test sample with the output at a smaller file size. Some of the RIP software at
your local image houses do a real good job of pixel sampling and you can get
away with a much smaller file.
–Mike
Have you read the section on RAM usage in the 3DS install guide? That'll give
you a good idea of how much RAM your scene requires.
– G