Moreover I'm using Tiled PATH
No. I am definitely against removing those. Light groups can be very useful and tile path too. Have you ever tried to render a 8k image? Sometimes pixels cannot be replaced but with even more pixels. Especially since OIDN knows tile denoising Tile path remains until there is another solution like cheap graphic cards with not less than 16 GB and largest available VRAM block is not much less than 16 GB. ( Even Radeon VII max block seems to be 4 GB).
Special case? Did you often fall on your head when you were a kid?
Backburner for 3ds max has this feature, but rather than tiles it splits render to horizontal stripes. These can be rendered on different workstations or individually one after another and backburner then does the stitching. People use this even with corona when they do very large fine prints. So I don't understand what's your point.kintuX wrote: ↑Tue Jul 02, 2019 9:32 pmSpecial case? Did you often fall on your head when you were a kid?
Flashback from 32bits and the Y2K (round that time we switched to x64, but before using 3GB of RAM was max) large images were mostly done with help of engineers scripting or for studios who couldn't get one, with a technique known as tiled/border camera animation (rendered per frame), then stitching the shit together in PS... hopefully everything matched
but now , two decades later, for BlendLux with a pixel twitch... yeah, have a go using your hardened head
sorry, just can't believe there are minds & characters having a limbo through a void no hard feelings, i know you try hard
EDIT: correction of Bytes per pixel
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R, G, B total [Bytes] Channels [Bytes] [Bytes] CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED 4 3 12 CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED 3 3 9 CHANNEL_ALPHA 2 1 2 23
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23 [GB] [Bytes] [Pixel] [Pixel] [Pixel] 2k 0.044417381 4.77E+07 2.07E+06 1920 1080 4k 0.177669525 1.91E+08 8.29E+06 3840 2160 8k 0.710678101 7.63E+08 3.32E+07 7680 4320 16k 2.84E+00 3.05E+09 1.33E+08 15360 8640
How do you arrive at 11 Bytes per pixel?
My apologies, was not awake enough this morning. I calculated with 1 Byte per color instead of 4 Bytes. What leads to 44 Bytes per pixel instead of 11 (RGB, alpha, and others, wrongly calculated with 1 Byte).B.Y.O.B. wrote: ↑Wed Jul 03, 2019 9:07 amHow do you arrive at 11 Bytes per pixel?
If I just assume 3 floats per pixel, I get sizeof(float) * 3 = 4 * 3 = 12 Bytes per pixel.
However, in production scenes it is rare to render without any AOVs.
You can see the size of each AOV here (scroll down a bit): https://wiki.luxcorerender.org/LuxCore_ ... ka_AOVs.29