Kinetix

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  • zenoka
    #42383
    Default geometry - internally V-Ray maintains four raycasting engines. All of them are built around the idea of a BSP tree, but have different uses. The engines can be grouped into raycasters for non-motion blurred and for motion blurred geometry, as well as for static and dynamic geometry. This parameter determines the type of geometry for standard 3ds Max mesh objects. Note that some objects (displacement-mapped objects, VRayProxy and VRayFur objects, for example) always generate dynamic geometry, regardless of this setting.



    Static - all geometry is precompiled into an acceleration structure at the beginning of the rendering and remains there until the end of the frame. The static raycasters are not limited in any way and will consume as much memory as necessary.



    Dynamic - geometry is loaded and unloaded on the fly depending on which part of the scene is being rendered. The total memory taken up by the dynamic raycasters can be controlled by the Dynamic memory limit parameter.



    Auto - some objects are compiled as static geometry, while others as dynamic. V-Ray makes the decision on which type to use based on the face count for an object and the number of its instances in the scene.



    Dynamic memory limit - the total RAM limit for the dynamic raycasters. Note that the memory pool is shared between the different rendering threads. Therefore, if geometry needs to be unloaded and loaded too often, the threads must wait for each other and the rendering performance will suffer.