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Itoo Software Forum  |  Forest Pack  |  Forest Pro (*)  |  Forest Pro beta  |  vray freezing at transforiming vertices... « previous next »
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Author Topic: vray freezing at transforiming vertices...  (Read 1128 times)
Krzysztof Cebula
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« on: November 29, 2011, 07:17:10 am »

stumbled upon new bug today Smiley beta makes vray freeze at transforimng vertices.. will try to isolate the case later and upload scene Smiley
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iToo
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« Reply #1 on: November 29, 2011, 07:27:39 am »


Ok, thanks. We have not detected problems with VRay here, so i will wait that you upload the scene.

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Carlos Quintero
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Krzysztof Cebula
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« Reply #2 on: December 12, 2011, 11:17:32 am »

ok, take a look at that one.
appears that over certain density it just wont finish up generation, at least not in any reasonable amount of time Smiley
http://dl.dropbox.com/u/108014/transforing%20verts%20freeze.zip
(p.s. thanks for inverted falloff fix! Smiley )
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iToo
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« Reply #3 on: December 12, 2011, 12:51:48 pm »


Well, basically the distribution of grass on this scene is too huge to be handled by Forest. With the current parameters, i estimate it would generare more than 80 millions of proxies. The limit for Forest/VRay would be about 3 to 5 mill. of items.

I suggest you use clumps of grass instead individual blades, disable collision detection (it has a great performance hit), and when possible limit the grass to closeup views. For distant aereal views possibly would be better to use a plain texture map, perhaps combined with some low-density Forest objects to add variety.

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Carlos Quintero
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Krzysztof Cebula
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« Reply #4 on: December 12, 2011, 05:40:48 pm »

ok, thanks for the pointers Smiley ill do some more research then Smiley
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Krzysztof Cebula
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« Reply #5 on: December 13, 2011, 04:51:46 am »

actually, just disabling collisions made the scene renderable again, thanks for mentioning that Smiley will avoid using that on super high number of instances Smiley ~50m instances without a problem now Smiley also ram usage seems to go waaay down without collisions turned on aswell.
« Last Edit: December 13, 2011, 04:56:04 am by Krzysztof Cebula » Logged
iToo
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« Reply #6 on: December 14, 2011, 01:32:57 am »


That's great Smiley.  Really collisions have a great impact on performance because two issues:
 
1) Camera's clipping is much less efficient. Without collisions Forest can exclude large areas from scattering (at least, everything behind the camera), but using collisions the full area must be processed, excluding the items on a second phase.
 
2) Beyond certain value, although you increase the density of the Distribution map, the number of visible items doesn't change significantly (because most of them are removed because collisions). Instead, the scattering process time grows exponentially.
 
So, for dense distributions (as grass) i suggest to use a Full Distribution map, collisions disabled and Random Translation enabled (to avoid the grid look). Then, you can adjust the density to get the desired result. The grass tutorial includes a sample scene using these parameters.

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Carlos Quintero
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carlosqg@itoosoft.com
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