(翻译)finalRender Stage-1 R2.0 Dynamic Bitmap Pager
Posted on 09月 29th, 2007 in finalRender 帮助 教程 范例 | No Comments »
(翻译)finalRender Stage-1 R2.0 Dynamic Bitmap Pager
http://archive.hxsd.com.cn/showthread.php?t=9601798
Dynamic Bitmap Pager
Dynamic bitmaps affect how texture maps are stored in memory and on your hard disk. Besides all of the textures you may have in your scene, it also affects the management of the main rendering frame buffer of 3ds Max.
‘动态图像分割页面’(位于fr渲染面板的 finalrender子面板)
此功能如何影响内存和硬盘中的纹理贴图…除了你的场景纹理贴图外,它同样可以作用于 3dxmax 的渲染帧缓存管理器。
The basic idea behind Dynamic Bitmaps is to reduce the amount of memory used to store and process bitmaps at render time. With Dynamic Bitmaps you may render images with nearly an unlimited resolution. A 20,000 x 20,000 pixel image is now renderable on a standard PC with only 256MB of RAM using this technology.
动态图像分割页面的主旨是为了减少渲染过程中内存的占用。在使用了DynamicBitmaps后,渲染图的尺寸和几乎可以是无限的。在这个技术的支持下,在256mb内存的pc机上,如今可以渲染20000×20000 点的图像。
IMPORTANT!
Use the “Top to Bottom” bucket order when using Dynamic Bitmaps. Top to Bottom is critical because of the way hard disks work.
Memory is stored in a linear fashion on the hard disk, and must be pulled in that order for speedy processing.
Random storage is not a good or fast method for hard disks.
重要: 在DB(Dynamic BItmaps)模式下,建议使用“Top to Bottom”渲染方式,因为硬盘是以序列方式存储数据,顺应配合会提高效率。
Also, when using bitmap textures that are 15K or higher in resolution, you MUST turn off the image filter, or you will get black renderings.
而且,在使用贴图尺寸超过15K时,你必须关闭图像滤镜,否则会导致渲染黑块的错误。
[图]

Mode - use this drop down menu to choose how the dynamic bitmap block file should be stored to your harddisk.
模式 - 选择DB分割图在你硬盘的存储和工作模式。
Memory - this is the default method and it disables the Dynamic Bitmap Pager
内存模式 - 这是默认模式,相当于没有启用DB
HD Stay - choose this option to keep the .bbt swapping files on your harddisk
硬盘保留模式 - 在硬盘保留‘*.bbt’交换文件。
HD Temp - when checked, the .bbt files will be deleted after rendering
硬盘临时模式 - 当分割文件重组为完整图后, “*.bbt”临时文件将在渲染结束后被删除。
Important Note:
HD Stay keeps the bbt file on hard disk and it will not be deleted, even after 3ds max has been shut down.
However, when restarting a 3ds Max session the bbt file has to be re-indexed (written) again!
This results in a longer preparation time as it would be usually necessary.
A 3ds Max restriction forces this behavior, to overcome this effect you must use the created bbt file as a texture map directly, this will prevent any pre-processing and indexing of the file in later renderings.
This is especially useful when rendering in a network.
重要提示:
硬盘保留模式(HD stay)生成的bbt文件是始终保留在硬盘中的,即使电脑重新开机,但是,重新打开原来max场景(session)后,bbt文件将被重新索引(重 写),通常这非常耗时。如果要避免3dsmax的这个强制操作,必须把bbt文件当作纹理贴图一样直接使用,这将在此后的渲染中规避索引操作。
这样将对网络渲染十分有用。
Memory usage (MB) - This defines the maximum memory finalRender should use for all texture maps. Keep in mind this also includes the Virtual Frame Buffer of 3ds Max.
内存使用限定 - 指定fR渲染期间的纹理贴图最大使用内存,这也包括max的虚拟帧缓存所占用的。
Bucket Size - Use this parameter to define the maximum block size that should be paged in one go to hard disk.
块尺寸 - 这个参数限定上分割页面的最大块尺寸,达到这个尺寸就会保存到硬盘为’*.bbt’序列文件
Path for Page Files - This control defines the path to the folder and hard drive that will be used to store the block bitmap files. The bitmaps are stored in a special format that allows the fast access of the image in blocks of memory.
Note:
This folder must be a local drive or a unique folder on a network. It MUST not be a shared folder where other render salves can write to. Every render slave will create the same bbt file and so it will force an overwrite which will result in unexpected results.
页面文件路径 - 存储分割的页面图文件(*.bbt)的路径。(bbt-这是一种特殊格式,直接从内存中截取的图像分割块)
注意:此目录必须是本地或局域网的一个独立文件夹,不能与其它渲染进程共用,否则将会发生不希望的文件错误覆盖,导致渲染结果混乱。
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