Mesh type for linked data (Particle/Hair systems)

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Mesh type for linked data (Particle/Hair systems)

Postby DigiChuckle » Fri Jun 16, 2017 10:55 am

DigiChuckle Fri Jun 16, 2017 10:55 am
Hello,

How does Octane interpret mesh types for linked objects? Is the mesh type inherited from the lybrary file? (obviously there is no way to set mesh type for linked objects as they are just empties)

I have a scene with a hair system that is scatterring a group of linked objects across a plane. In the lybrary file, the objects are set to the "scatter" mesh type, but I have the feeling that doesn't carry over to the scene file.

I hope my description makes sense.

Thanks,

Hristo
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Re: Mesh type for linked data (Particle/Hair systems)

Postby DigiChuckle » Fri Jun 23, 2017 9:43 am

DigiChuckle Fri Jun 23, 2017 9:43 am
...nobody? :S Anything?
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Re: Mesh type for linked data (Particle/Hair systems)

Postby zukan » Sat Jun 24, 2017 12:42 pm

zukan Sat Jun 24, 2017 12:42 pm
In my tests the mesh type seems to carry through the linked file. If you populate your scene with a lot of linked particles, override the scene's mesh types to Global, it takes a lot longer to compile before render and the memory usage is higher, while there is no effect on compilation times if the override is instead set to scattered or "as is".
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Re: Mesh type for linked data (Particle/Hair systems)

Postby DigiChuckle » Thu Jul 13, 2017 5:50 am

DigiChuckle Thu Jul 13, 2017 5:50 am
Thanks, zukan! I finally tested it myself, too, and indeed it does carry through.

I also tried that with "nested" hair particles. That is, a hair system which scatters a group of meshes, which meshes carry another hair system. Here it is:

The grass is a group of meshes scattered across a plain by a hair system, the "fox tail" of the grass has another hair system on it. All that is linked. Seems to work fine.

grassScatter.PNG
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