3D applications often needs to have images directly accessible, that is - to be able to look up a pixels value instantly. common cases are:
Rendering a texture on a 3D model (applies to any render engine).
Load the image into OpenGL memory (where the image is sent 'complete' to the graphics-card).
Since a 3D application is a less controlled environment (...
The most computationally efficient (and easiest) way to make ripples or waves in Blender is to use the Wave Modifier.
This feature was in Blender long before fluid simulations, dynamic paint, displacement textures or even modifiers. (It was called an "Effect" back then, but other than that, it has not changed much.)
I just tested it on Blender 1.60 from ...
Use instanced geometry (and objects) - instanced duplicates won't consume memory.
Alt+D will link the mesh data and save memory (Shift+D will not). You can have different materials applied to objects with the same mesh (link the material to object not to mesh)
Use Dupliverts/Duplifaces or Group Instances - this links whole objects (groups). This ...
Blender loads the whole texture uncompressed into the RAM to have better load times for the renderer. Let's see how far off we are.
By 6k texture I think you mean a 6144 × 6144 pixel texture. That is 37748736 pixels with 4 channels (RGBA) and assuming each channel has 8 bits of information (e.g. JPG, most PNGs), it needs 37748736 × 4 × 8 = 1207959552 bits.
The simplest way would be to create a blend/gradient texture with a displacement modifier (or simply for a bump map if it's in the distance) and animate the offset by right clicking the property and inserting keys. This won't really work (I think) if the ripples are spherical originating from a single point since I don't know of a way to offset the ripples ...
Memory is for storing information. If blender doesn't have 32GB of information to store, then it won't use up 32GB of memory.
To force blender to use more ram than it needs would mean reserving memory and not putting anything in it (a waste), or filling it with useless data which doesn't help blender render (also a waste).
TL;DR: This doesn't really ...
What is memory management (from http://www.tutorialspoint.com/):
Memory management is the functionality of an operating system which handles or manages primary memory. Memory management keeps track of each and every memory location either it is allocated to some process or it is free. It checks how much memory is to be allocated to processes. It decides ...
Make a group of your object(s) with Ctrl + G and name it (in the tool panel)
In the add menu, go to "Group Instance" and pick the group you want to instantiate.
If you append/link such an object, select "instance groups" on the links before appending/linking.
This allows you to render billions of polygons on a 4Gb computer with precise positioning and also ...
To fully investigate the problem you may need debugging tools (debug builds etc), but as a user, here are some things you can do.
The first thing to check on is Blenders memory statistics in the top header and compare this to what the operating system reports Blender is using, to see if the memory is being tracked by Blender or not.
If Blender's header ...
Open a Command Prompt window and navigate to the Blender application folder (e.g. CD "C:\Program Files\Blender Foundation\Blender")
Start Blender with the command blender.exe --debug.
You can now see memory usage by pressing Spacebar and searching for Memory Statistics. This will produce a detailed list of memory usage in the command window used to open ...
You can tell how much memory Blender is currently using by looking in the info bar:
You can use that to see if Blender's memory usage is hitting a plateau, but it seems to me your issue is your graphics card. More memory won't make your viewport faster, that's what a graphics card will do. More memory means Blender doesn't have to swap as much data onto ...
It's probably better to ask a question like this on a dedicated programmers Q&A site since people there are more likely to focus on these things. Anyways, here are a few considerations that I am aware of.
When textures are not powers of 2, you(or the software you use) will usually have to use special extensions made by the hardware/driver manufacturers ...
Like Cegaton said, it uses the other tiles in the memory. Using that logic, I ran a test, and found that if you reduce the tile size (in the performance pulldown) the image renders using much less. My file was usually around 1.3GB when rendering, but as soon as the denoise kicked in, it shot to 9GB, but I reduced tile size from 512 to 256, and now, the ...
Using a subsurf (subdivision surface) modifier before the displacement will give you a lot of flexibility.
Here's a simple plane (imported with the images as planes plugin) subdivided 100 times in edit mode, and then with a subsurf modifier added to it...
(Click on the images to enlarge)
The main advantage of the modifier is that you can determine ...
Yes, memory usage increases substantially when Denoising.
Denoising needs the information of all of the adjacent rendered tiles to work, meaning that for every tile being rendered blender will keep in RAM the information of all the surrounding tiles, and will release that ram only when all surrounding tiles have been denoised.
As an example: to denoise ...
Another solution is the Ocean Simulator. It is built into Blender as a texture, which you can use to either displace a mesh, or use as a normal map.
Ocean texture is slower than a normal texture, but can provide great result if that's the kind of ripple you are looking for.
Use the same material for every object but have different colors for it.
I assume you will generate this dynamically. Some methods I can think of:
Generate a 4096x4096 texture and assign that. Use nearest interpolation (like in minecraft). Have each planes UV-coordinates point out what pixel to use.
Use vertex colors for each plane. Have the material use ...
There is an easy way to get rid of memory leakage issue by resetting everything to factory setting by the following:
However, if you want to keep your current settings you can remove the unneeded data blocks manually. For instance, after you remove the meshes/objects in your scene you can execute the ...
You could increase the memory available for video sequence in the User Preferences / Interface Tab
I found that the settings limit is 32GB.
After that adding a few flics increase memory usage significantly in the task manager, (I couldn't see that when baking a fluid simulation).
When you notice a slow down in your viewport, it is highly unlikely to get ...
You could group all the brains (Ctrl-G) and then use the brain group in a particle system on a grid which emits from each vertex. Make sure the number of vertices = number of particles. Also be sure to display your models as bounds only, otherwise Blender will try to draw all the detail in viewport. Using a particle system allows me to draw forests of ...
It looks like what you've found is accurate. Here is an excerpt from the manual http://www.blender.org/manual/render/cycles/gpu_rendering.html so far as I know it's current for mid-2015
The maximum amount of individual textures is limited to 95 byte-image
textures (PNG, JPEG, ..) and 5 float-image textures (OpenEXR, 16 bit
TIFF, ..) ...
Simply because it doesn't need to use more.
My guess is that you assume that the rendering would be faster if used more memory. Sadly, it's untrue. And due to various bottleneck like memory latency, memory bandwidth (and probably more) : using more ram than it strictly need to use would probably slow down the rendering, not speed it up.
i have 32GB of RAM, ...
Well this all sounds highly suspicious and unnecessary, but if you must.
Start with a Bezier Circle object.
After adding it enter edit mode and change all handle types to either Free or Aligned.
Afterwards erase the necessary vertex so only one quarter remains.
Once done add a Screw modifier to it and change the axis to $Y$, and adjust the angle to 90º.
I think the only reason to have it off by default is compatibility, it was a feature added to the existing smoke simulator.
Added a new "Adaptive Domain" setting for smoke domains: Domain resolution and size adapts to only cover areas where smoke is, so that as small domain as possible has to be calculated at a time.
To enable it when opening an old file ...
If you reload the clip on the Movie Clip Editor, the cache will be cleared.
Also keep in mind that the amount of memory used for the cache can be managed on the System Preferences (CtrlAltU) ->System ->Sequencer/Clip Editor ->Memory Cache Limit
Basically the problem you're facing is that blender is storing a large amount of memory for the undo steps.
You can change this by going to File -> user preferences, under the Editing tab you'll find a section called Undo.
Here you can adjust the number of undo steps and memory limit.
The lower the amount of undo steps, the less memory blender will have to ...
Only 25 million faces and lots of particles in 6k resolution... why would you be running out of memory?
As pointed out in the comments you have no RAM left in your system.
Working in 3D is very easy to create situations where your scene is much greater than the resources on your computer.
You really need to reassess where you need to optimize. The trick ...
This does not cause any memory leak. It simply adds entries into your Undo list, and depending on how many undo steps you have setup in preferences the Mem reading will cap out eventually and will not grow any further.
After asking a good number of questions,
I felt it best that I come with some tips that I have discovered and learnt on my own.
One of the things I've heard is that there are people that have tried to render a video
and that Blender (or CUDA, GPU rendering) would crash and their video file would be corrupt.
This usually happens in Cycles.
How to avoid this?
If you're talking about materials or textures:
In the Node Editor, all the materials that have a "0 something" name have no user, it means that they are not used by any object and that they will automatically be deleted when you'll close the file.
You can delete them for good immediately if you go to the Outliner panel, select Orphan Data in the dropdown ...