8K Map, for IPOD engine, build memory issues

Hi all, So I just bought WM, and I’m still getting the hang of it. I have a depth map painted in photoshop. It is a simple outline of Korea, with about 5 ‘terraced’ levels of colour defining the depth.

I figured I would import this into WM, and errode it at 8K res which is the res our game engine can use.

I run out of Memory on build though.

I am on Vista-64, 8GB, WM Standard. Are 8K Builds not practically possible with standard?

Cheers
K

Just a question to tack onto my post;

Do many users that have memory issues save out depth maps mid network and create new scenes to cut down on the device count in each scene??

WM Standard comes as 32bit and thus can only use 2GB of ram no matter your OS or amount of physical ram installed.
But there is a memory conservation feature you can activate in the Word Extends window.

Yeah I know that. Thanks but, I was asking:

Are 8K Maps feasible under the following conditions:

WM Standard
10 - 20 nodes in a network with 1 file input, 3 errodes, 3 perlin generators, and many masks?

If not, then I’m going to ask for a refund, just checking before I do.
Cheers