Quick fixes:
1. Purge scene memory
- Save the scene. Reset it and open it again and then render
- This should be done always before trying to render a big image
- Anti-virus,automatic updates..
4. Use Bitmap pager
- F10 Render Setup ->
- Common Tab->
- Bitmap Performance and Memory Options->
- Setup
- 3DS MAX - F10 Render Setup->
- Common Tab->
- Untick “Rendered Frame Window”
- VRAY - F10 Render Setup->
- V-ray Tab->
- Frame Buffer->
- Untick “Enable built-in Frame Buffer”
- For objects that have lots of polygons.
- Right-click on the object and select “V-ray mesh export”->
- Select “Export each selected object in a separate file”->
- Select “ Automatically create proxies”->Ok
- F11 MaxScript Listener->
- type: FreeSceneBitmaps()
- Delete unused materials, UVW maps and objects from the scene
- 2d displacement method uses lots of memory with large maps
- Also use same displacement modifier for all objects that have same displacement map
- Link to instructions: Click here
- F10 Render Setup->
- Settings Tab->
- System->
- Default Geometry->
- Dynamic
- Change “Dynamic memory limit” to a value that suits you best. If you have 4GB of RAM and a 32 bit OS you should enter 2000-3000MB. If you have 12GB RAM,64bit OS enter around 8000-10000MB.
- F10 Render Setup->
- Settings Tab->
- System->
- Render Region Division->
- change to 32. ( This slows down the
rendering though)
- Do a netrendering on one single computer
- Activate your backburner server, monitor, and manager
- Submit a networkrenderingjob (You can do this on one single computer)
- In the dialog box choose Split scan lines
- This will cut the final image into chunks max can handle
- You can define the size of every individual chunk and even choose is max will stich them automatically.
Long-term Fixes:
1. Buy 64 bit operating system with lots of memory
2. Resize bitmap textures to actual maximum size they will be rendered in.
- If you render images at resolution 3000 x 2250 then your texture maps never need to be larger than 3000 x 2250. Small objects and objects that are far away from the camera can have much smaller texture maps than 3000 x 2250.
- Use Tiff, Targa, PSD rather than JPG
Other possible reasons for memory errors:
1. Use Pyramidal or None filtering in vraymaterials. Summed area filtering uses much more memory.
Hopefully these tips will help you render large images for print.