Hi all,
Displacement maps are crashing my renders during tesselation based on how many polygons I allow the displacement to create. Thing is - it's not due to a lack of memory.
I'm using MR to render some rocky cliffs. All the nooks and crannies are being put in using procedural displacement maps based on solid fractals. By the time I fill the (TV resolution) screen with this amount of displacement mapped geometry, the memory demands of the tesselation become quite high.
I have set the approximation editor values to limmit the creation of very small polys using a grid style L/D/A approach that is non-view dependant (to avoid polys "crawling" when the camera moves).
The most critical value is the Max Subisions setting. When it is 3 the render peaks at 700MB during tesselation on my machine with 1 gig of RAM. It renders fine but not enough detail in the cliffs. Crank up Max Subdivisions to 4 and the render gets to 900MB and crashes during tesselstion. Doesn't even try to use my 1 gig swap space.
So I stuck the same render on our brand new dual Xeon machine with 2 gigs of RAM. Still crashes out at 900MB used. Hmmm...
By the way 3 and 4 subdivisions are not magic numbers. The crashes seem to happen at any setting if the total number of polys created in the scene gets too high. I've tried using the "fine" tesellation method but have never even seen a single pixel of a render with this setting because the pre-calculation times seem to be 30mins plus! Not really production-friendly.
Help me - deadline approaching and lots of cliff scenes to render!
Many thanks in advance.
Stuart