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Warp wrote:
> Dave Vogt <dav### [at] news frozenbrain com> wrote:
>> Agreed. So what do you do if you run out of memory for some reason?
>> How do people guess how many photons need to / can be shot?
>
> That's like asking "what sould people do if they run out of memory
> loading an enourmous mesh"?
>
Right. But it's quite easy to guess how much memory a mesh will use
IMHO; for photons, it's not. Especially not if there are refracting
objects.
So you say there's nothing you can do but to guess?
Just another idea which jumped into my mind: Statistics. I probably
could do some test renders on low photon counts (say, 2000, 4000,
6000) and see how the memory footprint changes. If that works well, I
could be happy with it.
Greets,
Dave
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