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clipka wrote:
> Mike Raiford schrieb:
>> The following is a minimal scene to reproduce this. It requires a
>> perfect storm of using a micronormal, blurring, and a high amount of
>> dispersion samples to cause POV-Ray to run away with allocating memory.
>
> The memory consumption is alarming even without the dispersion, rising
> as high as 1.6 GB for a 800x600 render on 8 threads.
Oh, wow. I thought it was the dispersion + micronormal.
> The reason appears to be a humongous amount of crackle cache data: The
> crackle pattern is only semi-procedural, requiring random values to be
> computed and cached for subsequent queries, with a fixed amount of data
> per unit-cube in crackle pattern coordinate space. Using crackle for
> micronormals is therefore a bad idea: Scaled smaller than the density of
> actual ray-object-intersections computed, it will eventually lead to a
> separate crackle cache entry being created for each and every
> intersection. Memory consumption will then grow with every additional
> ray being traced, which is fatal with e.g. focal blur or dispersion that
> create a huge amount of rays per pixel.
Makes sense...
> With bumps instead of crackle, memory requirements stay virtually at
> idle level. Given that you can't make out the crackle structure at such
> a scale anyway, that's the way to go. If you need a different
> distribution of "slope probabilities" than the standard bumps pattern
> (e.g. to simulate a basically polished surface with comparatively sparse
> microsopic scratches), you may want to try bumps with a slope_map.
Thanks for that. Honestly, I don't know why I was using crackle in this
scene in the first place.
(I've been going through old test scenes, doodles and such with 3.7 to
see how they render, etc...)
--
~Mike
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