thanulee wrote:Yes, just recently learned about it. But it struggles a lot with just 5m points. I scatter a cube and a sphere on them.
If anyone can take a look as i probably not doing this correct:
Scene file:
https://www.dropbox.com/s/caxj77se0wqq6 ... hiplc?dl=0Not sure if there is a better way, this way already has limits with attributes afaik.
Thanks
Not sure what the final concept is, but I guess you did the best you could, I'd do it pretty much the same way - we don't have too many options when it comes to instancing.
Time to first frame is slightly higher than usual due to the number of instances, but after that it's pretty quick to render and move around (roughly 10 secs to a full render). Tried a few other options as well, but neither came with a huge reduction in time to first frame.
- if you don't need the points inside the sphere, get rid of them and you could save quite a few millions of points - scatter 500k on the surface instead. Alternatively, just remove unnecessary points based on a distance threshold to each other
- try to cache out the points to save some time recalculating
- I'm not sure, but enabling "packed geo instancing" at object level without having an actual packed geo inside, might not do anything positive - @juanjgon might want to check in on that. FYI if you're using packed geos you won't be able to export the scene to ORBX.