Memory and Performance FAQ
Q: Turtle runs out of memory when I try to render my scene.
A: When Turtle runs out of memory, try to:
- Disable SSE/AltiVec. SSE/AltiVec speeds up the rendering at the cost of higher memory usage. If Turtle starts swapping, the advantage of using SSE is lost, since swapping kills rendering performance. SSE is disabled under "Turtle Render Globals->Memory and Performance"
- Use Instances when possible. When an object is instanced instead of copied, Turtle only needs to keep one version of the geometry in memory.
- If running Windows XP, enable the 3GB switch. For further information look at the following link.
- (Turtle 3.1 and earlier) Switch to the Large Scene setting under "Turtle Render Globals->Memory and Performance->Ray tracing Algorithm". To maximize the performance of the Large Scene algorithm, split the scene into smaller objects. If the entire scene is one big object, Large Scene will not be able to function since it cannot swap out subsets of the scene to disk. The smaller objects should also be concentrated spatially. If an object’s bounding box covers the entire scene, Turtle is forced to keep that object in memory all the time since it always is a potential candidate for an intersection.
Q: My renderings runs slow and crashes when using large textures.
A: Try enabling the texture cache. It will load textures in smaller chunks making large textures less stressing. Note that the conversion process needs to be able to load the entire file which means that it may be difficult to convert the texture if it's in a very complex scene.
To work around this, create a scene with a very simple piece of geometry and assign the texture and render it using the external renderer. This makes sure the conversion process has access to as much unfragmentet memory as possible.