RAM comes to play in two ways:
-- containing the assembled "model," as a crystal, not a parametric list.
-- containing the texture data and lighting maps - ray-tracing, phong shading, whatever....
once you make a rendering situation that goes beyond this RAM on hand, your unit writes to disk and slows the whole thing down - sometimes it simply can't calculate a solution because too much data must be swapped....
learning happens in interesting situations. I only really learn under financial pressure, like this current assignment.
Dwight Atkinson