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kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

yeap, that's just it, I think those would look amazing!
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
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enricocerica
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Posts: 1012
Joined: Wed Nov 25, 2009 7:32 pm
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Mateuet wrote:Hi enricocerica, first of all: your exteriors are getting more realistic every time, i'm learning a lot of you, thx!
At the moment I'm trying to make a realistic a carpet with Pflow myself.
The particles are a group of 4 "hairs" wich are themselves made from 4 planes, so the group is 16 planes in total.
I've instanced the group elements 200000 times,so i have about 3.2 million polygons for the carpet.
To make them exportable i made a mesh of them via the "mesher"
At the moment of rendering Octane has no problems loading the scene but it seems that exporting from MAX is a big problem...The scene exports in about 40 min.
Exporting texture coordinates seems to be the big issue.
Do you have any knowledge about how I could shorten the export times?

Thx Mateuet
Unfortunately I have no experience with MAX, so it's really difficult for me to give you any advise. For now this is indeed a problem as you have really huge volumes, in such a situation once instances will be available with Octane it will for sure reduce the pain. I think the only way to partially solve that is to use plane with opacity map to render on a single plane several hairs instead of creating all of them with geometry, this could really give some nice results, if you have a look to this thread http://www.refractivesoftware.com/forum ... f=5&t=3226 you'll see two images with a carpet made this way and this result is achieved with only 32000 tris and using directlighting, I'm sure the result would be better with pathtracing, I used the same principle for the grass on the images in this post.
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Mateuet
Licensed Customer
Posts: 130
Joined: Wed May 12, 2010 6:12 am

enricocerica wrote:
Mateuet wrote:Hi enricocerica, first of all: your exteriors are getting more realistic every time, i'm learning a lot of you, thx!
At the moment I'm trying to make a realistic a carpet with Pflow myself.
The particles are a group of 4 "hairs" wich are themselves made from 4 planes, so the group is 16 planes in total.
I've instanced the group elements 200000 times,so i have about 3.2 million polygons for the carpet.
To make them exportable i made a mesh of them via the "mesher"
At the moment of rendering Octane has no problems loading the scene but it seems that exporting from MAX is a big problem...The scene exports in about 40 min.
Exporting texture coordinates seems to be the big issue.
Do you have any knowledge about how I could shorten the export times?

Thx Mateuet
Unfortunately I have no experience with MAX, so it's really difficult for me to give you any advise. For now this is indeed a problem as you have really huge volumes, in such a situation once instances will be available with Octane it will for sure reduce the pain. I think the only way to partially solve that is to use plane with opacity map to render on a single plane several hairs instead of creating all of them with geometry, this could really give some nice results, if you have a look to this thread http://www.refractivesoftware.com/forum ... f=5&t=3226 you'll see two images with a carpet made this way and this result is achieved with only 32000 tris and using directlighting, I'm sure the result would be better with pathtracing, I used the same principle for the grass on the images in this post.
Yeah i think opacity maps is the way to go, i've tried opacity maps with a carpet here http://www.refractivesoftware.com/forum ... f=6&t=3285 and i'm pretty happy with the results but i'm having trouble controling the scattering as you can see at the edges of the carpet, i suppose it's a question of experience and good plugins.

Thx for your answer,

Keep it up, your work is awesome!
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