as I understood, these files are the reason, why there is nearly no pre-caching time, when start the rendering.
This is very clever and very time saving! Never saw this before.
But how do we deal with the huge files?
For example I am using a wooden floor texture wich is "33MB", the .cntx file is "800MB".
Is it possible, that we get a function to activate and deactivate this feature?
When I import textures from different folders, wich I do very often in my workflow, I am getting everywhere .cntx files.
That can look very messy, especiaelly, when you are testing different textures and it generates everytime this files everywhere.
For now I am sorting them manually in my "tex" folder.
But there we have the issue with all these big files.
Hi vblackrender.! Yes, they are needed to save time for continuation uses (reading original files, extracting from compression, converting to internal images). They are unpacked uncompressed bitmaps in a format that is used for out-of-core textures in the chain "Disc -> RAM -> GPU.
The Arnold renderer is doing the same thing with them.
These files are generated in the same place as their original source file. It's safe to remove them searching for "*.cntx" in Windows when the project is not going to run again
I will fix the problem with few solutions:
1) compress cntx files 3x - 4x or even more;
2) make some options to organize them separatelly in some special folder.
Hi Kirgman, that sounds very interesting!
I have compressed one of the big files with winrar. It falls from 800mb to 200mb, but that took nearly 20-30 seconds.
I could imagine, that this would take a lot of time when compressing all textures at once. Maybe, you can use a different technique.
Thats a great idea!
I am really looking forward to this!
In Redshift, it generates automaticly the cached files in a folder. It was about 3gb.
I remember that because, this took too much space on my ssd. so I moved it to the other harddisk few days ago.
I think that could be the best solution, better than the project folder idea.
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