Hey guys, this is a little weird and i'd like to know if someone of you had the same problem, and possibly found a solution.
I'm using mudbox 2013 to paint a model. The model is lowpoly with a normal map, and the only thing i want to do is paint a diffuse map. The problem is that after like a couple of hours of work i notice that Mudbox has used completly all the RAM of my computer (16 GB !!!).
I went through internet to look for some infos, and the strange thing is that for painting mudbox shouldn't even use the computer RAM but the Video Card memory (3 GB, Geforce 560M).
So how the hell is that it's slowly eating away all my RAM?
I hope someone of you can show me the light! Cheers.
Replies
use mirror X instead...
the leak is not allways present...
and if your model is really high poly mud is also using system ram during painting...
mud is swapping ram from GPU to system all the time..
have you turned on the gigatexel engine..? its on by default....
the giga texel engine is creating texture LODs and steaming them to system ram and your hard drive...
i turn it off if i have to paint only a view uv tiles...
As far as you know, does this problem was also in the 2012 release?
I just started using mudbox so i don't know almost anything about it yet.
Where is the "gigatexel engine" option that u talked about?
Thanks again for the help
*Edit: I found the gigatexel and yes it's turned on
do you know if this was cleared up in SP1 or SP2? could not tell form the release notes...
http://usa.autodesk.com/adsk/servlet/ps/dl/index?siteID=123112&id=2334435&linkID=11937426
i have turned off giga-texture also as i am not giga-texturing at the moment.
mudbox is sharing uv data via the shader between meshes.
make sure your objects have a unique shader.
problem is that mudbox is creating multiple tiles for only one uv 1-1 coord. like 10 or more just for only one tile. is there an option to disable multiple tile texturing or something??