Writing huge textures NRT?

Hi all,
I am trying to render some really big .tiffs (for print) with textureWriter. I was looking for catweasel’s VL.NRT for stride contrib but cannot find it, as the page is only showing vvvv beta contributions. Staff Picks | vvvv beta contributions I was wondering also if there are any stride/gamma limits on resolution or is it purely a hardware limitation? It’s turning blank around 9000x13000 and null after that.

note: edited for clarity

Tried on a laptop 4090 and a desktop 3090

The contribution you’re looking for is here: VL.NRT for stride | vvvv beta contributions

There is no stride/gamma limit on resolution, but todays graphics cards typically have a limit of 16384x16384px.

Can you share a simple patch that demos tiff writing failing at certain sizes?

1 Like

Thank you! That is really helpful and explains some things. When it’s over 16384px texture nodes are purple or null etc… I’m blocked from uploading attachments as a new forum user to show the problem but here is what is happening:

When getting close-ish to this limit it is writing blank images. The sketch I made to demo the problem is a basic root scene(sphere, TextureMaterial, ambient light) into a SceneTexture (R8G8B8A8_UNorm_SRgb pixel format, default depth format) and TextureWriter. At 11000x11000 it’s fine. At 11000x14000 it writes a blank image, and also displays a blank image in the SceneTexture node.

Since this is a still image for lithography, I can create one section of it at a time, problem solved:)

you can now!

1 Like

BlankTiffsTextureWriter.vl (16.7 KB)


Confirmed. What you’re facing here is an out-of-memory exception as you can see when opening the Log.

Two things you can do to reduce memory requirements of the SceneTexture (at reduced quality)

  • Disable default PostFX via input pin
  • Reduce/Disable MSAA (antialiasing) via optional input pin
1 Like