Instance vs Scatter

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Instance vs Scatter

Postby modjtaba » Thu Dec 12, 2019 3:13 pm

modjtaba Thu Dec 12, 2019 3:13 pm
Hi
I have a question about maximum instance count in houdini octane.
10 million scattered objects in octane makes houdini exit even without any crash! is 10 million a top limit???
Thanks
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Re: Instance vs Scatter

Postby juanjgon » Thu Dec 12, 2019 9:31 pm

juanjgon Thu Dec 12, 2019 9:31 pm
I can't remember the limits related to the supported number of instances, but perhaps the problem is that you are running out of GPU RAM. Have you tried to enable the out of core feature? This could help. If the plugin crashes, you could enable and check the Octane log file to see if there is some information about the problem on it.

If you are rendering small sphere type particles, you should use the particle rendering feature, that can hold a huge amount of particles, a lot more than using instancing.


Thanks,
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Re: Instance vs Scatter

Postby modjtaba » Wed Dec 18, 2019 11:55 am

modjtaba Wed Dec 18, 2019 11:55 am
Hi juanjgon
Yes I've enabled out of core and it jumped out again...
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Re: Instance vs Scatter

Postby snakeboxmedia » Thu Dec 19, 2019 12:14 am

snakeboxmedia Thu Dec 19, 2019 12:14 am
Make sure your instances are not overlapping!! VERY important and octane doesn't like it.

if you make a small sphere and scatter 1 mill simple objects so they are packed and intersect, octane will crash instantly. if you take the same setup but scale up the sphere until the 1 mill objects do not touch each other, it will render easy and fast. not sure what your setup looks like, but worth keeping in mind.
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Re: Instance vs Scatter

Postby modjtaba » Thu Dec 19, 2019 9:31 am

modjtaba Thu Dec 19, 2019 9:31 am
snakeboxmedia wrote:Make sure your instances are not overlapping!! VERY important and octane doesn't like it.

if you make a small sphere and scatter 1 mill simple objects so they are packed and intersect, octane will crash instantly. if you take the same setup but scale up the sphere until the 1 mill objects do not touch each other, it will render easy and fast. not sure what your setup looks like, but worth keeping in mind.


Then I wont reach simple goals like a dense jungle or trees. will mean we should set octane aside from lots of scenarios ... :|
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Re: Instance vs Scatter

Postby juanjgon » Thu Dec 19, 2019 9:43 am

juanjgon Thu Dec 19, 2019 9:43 am
I've seen Octane crashing with overlapped instances, but only if they are really near full overlapped. I mean thousands of instances near or at the same place. Rendering a dense jungle or trees should not be a problem at all if the instances fit in the available VRAM. As I've said I'm not sure if there is a limit for the number of instances, but I suppose that at least 10M is enough for a jungle ;) ... and perhaps this limit is only in one object. I mean if you configure several instancers probably the number of total instances is limited by the available VRAM only.

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Re: Instance vs Scatter

Postby snakeboxmedia » Thu Dec 19, 2019 1:09 pm

snakeboxmedia Thu Dec 19, 2019 1:09 pm
modjtaba wrote:
snakeboxmedia wrote:Make sure your instances are not overlapping!! VERY important and octane doesn't like it.

if you make a small sphere and scatter 1 mill simple objects so they are packed and intersect, octane will crash instantly. if you take the same setup but scale up the sphere until the 1 mill objects do not touch each other, it will render easy and fast. not sure what your setup looks like, but worth keeping in mind.


Then I wont reach simple goals like a dense jungle or trees. will mean we should set octane aside from lots of scenarios ... :|


sure you can, I rendered this no problem.

https://vimeo.com/357988108

you just have to setup your instancing correctly.
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Re: Instance vs Scatter

Postby Seun116_1 » Thu Jan 02, 2020 8:08 pm

Seun116_1 Thu Jan 02, 2020 8:08 pm
snakeboxmedia wrote:
modjtaba wrote:
snakeboxmedia wrote:Make sure your instances are not overlapping!! VERY important and octane doesn't like it.

if you make a small sphere and scatter 1 mill simple objects so they are packed and intersect, octane will crash instantly. if you take the same setup but scale up the sphere until the 1 mill objects do not touch each other, it will render easy and fast. not sure what your setup looks like, but worth keeping in mind.


Then I wont reach simple goals like a dense jungle or trees. will mean we should set octane aside from lots of scenarios ... :|


sure you can, I rendered this no problem.

https://vimeo.com/357988108

you just have to setup your instancing correctly.


Been using Octane in C4d for a long time and I'm literally brand new to Houdini (like a week). What's the proper way to set up instancing so Octane can handle it? I have a rbd simulation with a lot of falling objects (they're all the same) but I can't render it in octane because the scene exceeds my VRAM (8GB). I'm assuming instancing would help this, but I can find any resource that shows how to set this up in Octane for Houdini. Would love some help!

Thanks!

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Re: Instance vs Scatter

Postby juanjgon » Fri Jan 03, 2020 7:04 pm

juanjgon Fri Jan 03, 2020 7:04 pm
I've just replied to your question in the other post, so we can continue talking about it there.

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