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Also, if you use depth of field when rendering or a z-depth mask in post to get the same effect, you are going to blur out even more details. The bump and spec maps may be needed to render a character up close but move the character back a few more feet and you start to loose the effects of both. However, beyond a certain distance, their effect is not noticeable. All those textures are there to make the product looks its best when rendered up close. The solution is to remove textures that you don’t need! Or replace them with smaller tiled textures that can do the same or similar job. So what is the solution? It may not be obvious cause its rather simple and to be honest, one that did not occur to me until recently. So you kind of get the picture as to why the vram usage can jump up so high and even be impossible to render with any more then just a few items in the scene, especially if you have an older video card. For every surface on the model that uses a texture, its gets loaded in to the vram just for that surface. Another texture issue is how many surfaces on the model use that texture. A 1000x1000 image map is ¼ the size of a 2000x2000 image map and therefore uses only a quarter of the vram compared to the larger map. Also, the size of the texture used is a factor as well. There is the diffuse map, spec map, translucency, bump, displacement, normal, opacity and more. What we don’t often realize is just how many textures are used on each model to get the final effect. So why is that? What is the issue? It is the textures! Out of everything in your scene, the textures on the model will take up the most about of the vram. However, with the limited amount of video ram (VRAM) on a video card, it is difficult to fit more then a few high end items in a scene and have it render in Iray. Hopefully the information shared here will be of use to those who read it and thus, can put it into practice.Īll the products created by the different published artists and vendors across the different store fronts are created to look there best, as the end user only want the best. This is not a quick and easy solution and its one that you have to figure out from scene to scene as needed. It is not a stand alone method but simply a guide, to be used in conjunction with other known methods to getting the most out of Daz Studio and Iray. This was created with the purpose to help you put together large scenes in Daz Studio and render them in Iray.