instances, instancer and geometry types in octane for maya

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instances, instancer and geometry types in octane for maya

Postby calus » Thu Mar 10, 2016 10:39 am

calus Thu Mar 10, 2016 10:39 am
I continue here the discussion about instances in Octane for Maya started in this topic :
viewtopic.php?f=111&t=53034#p266736

First I test animated instance behavior from Maya instancer.
So i made this quick test scene to compare the 4 geometry types applied to a cube with 5000 tris feeding an instancer animated by nparticul emitter.

- MOVABLE PROXY: playing the animation in IPR is working as expected, VRAM usage stay the same watever number of particle instance you have.
- RESHAPABLE PROXY : Vram usage doesn't go up either with particle number and i can't see any speed loss with this geometry type compared to MOVABLE PROXY, instances are still treated as instances as I thought !
I suppose the 5000 tris cube is exported at each frame (instead of only once at the beginig of the IPR session for MOVABLE PROXY), but it isn't noticeable.
- SCATTER: no difference either for this one !!! and that's not what is expected here, instances transform are not supposed to be updated in IPR with SCATTER !!!
- GLOBAL: instance or animation are not supported, so useless for this case except if for some reason you need to merge your instances to one big static mesh.

instancer.jpg


I can also see that the INSTANCE INDEX feedded by particle ID is not respected by the random color texture (color randomness change with particle number) or maybe I did something wrong here ?

instancerOctaneTest.zip
maya 2016 test scene
(14.03 KiB) Downloaded 268 times
Pascal ANDRE
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Re: instances, instancer and geometry types in octane for maya

Postby Jolbertoquini » Fri Mar 11, 2016 11:55 am

Jolbertoquini Fri Mar 11, 2016 11:55 am
I think you need create two scenes in the same way. for example the same scene with geometry Instance not from particles...Maya instances and see the results aswell.
something weird and not clear on that and for all option for textures random,and shaders... as I did to show the bug with the colour randomiser
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Re: instances, instancer and geometry types in octane for maya

Postby calus » Fri Mar 11, 2016 12:49 pm

calus Fri Mar 11, 2016 12:49 pm
yes but I just can't do the same to test VRAM usage with normal instances, because if I generate them dynamically or just make them progressively visible with time, IPR won't refresh the number of instance anyway. I guess I'll just have to compare Vram used for 1 animated instance and Vram used for thousands of animated instances...
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Re: instances, instancer and geometry types in octane for maya

Postby Jolbertoquini » Mon Mar 14, 2016 4:16 pm

Jolbertoquini Mon Mar 14, 2016 4:16 pm
calus wrote:yes but I just can't do the same to test VRAM usage with normal instances, because if I generate them dynamically or just make them progressively visible with time, IPR won't refresh the number of instance anyway. I guess I'll just have to compare Vram used for 1 animated instance and Vram used for thousands of animated instances...


baked your particles scenes then use this scripts:
"sag_instancerToGeometry" to transform the instance particles on geometry instances... you will see the difference.

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