Hi all,
I have some question for a professional project.
I have a object and i break it in a lot of pieces (more than 50). Is it possible to apply the same octane properties like mesh type to all of them ?
Because change the global to movable proxy can be hard and long do to....
And for those objects is it better to make them Movable proxy ?
For this same big scene i have 2000 frames to render, what is the best object properties to charge various object in GPU memory and speed up the render process ? (more than 2 millions faces)
- 50 static trees ?
- 22 movables trees (all the same)
- 1 fixed ground with shape key
Well can you help me to understand better the octane mesh type option ?
Big scene animation
Yes you can change mesh type of numerous objects at once in the same way you can for most other Blender properties. Change one of the meshes to your desired mesh type first. Then select all the meshes you want to change to that new mesh type. Make sure your first object is the last one selected and then right click on its mesh type designation. In the context window that pops up choose copy to selected. I'm not in front of computer at the moment so my terminology and some specifics might be off a bit. But if you Google "Blender copy property to multiple objects" you should find more specific steps.
As for the mesh types themselves this is an area where I myself have some doubts and only experimentation can help (a previous posting of mine on this topic received no replies). Your scene appears similar to something I am currently working on and these are the settings I used:
If your 50 static trees are instances then use mesh type Scatter.
22 movable trees: If those have regular object transformations (scale, rotation or position) then set to Moveable Proxy. If they have any kind of shape keys or object morphing I think then Moveable Proxy. The ground plane with shape key set also I think to Moveable Proxy.
Note that these mesh types can have some strange behavior on rendering in my experience. I have found that they can not only alter appearance of how materials look but also seem to affect an objects ability to cast shadows. For example I just had a case where I had animated text that floats off the ground. I set it to Moveable Proxy and noticed it no longer cast the rich dark shadows on the floor as it did when it was set to Global. Also test a few frames of your animation before committing to a render as objects with different mesh types may not always render all their key frames if your animation mode is set to anything other than global.
As for the mesh types themselves this is an area where I myself have some doubts and only experimentation can help (a previous posting of mine on this topic received no replies). Your scene appears similar to something I am currently working on and these are the settings I used:
If your 50 static trees are instances then use mesh type Scatter.
22 movable trees: If those have regular object transformations (scale, rotation or position) then set to Moveable Proxy. If they have any kind of shape keys or object morphing I think then Moveable Proxy. The ground plane with shape key set also I think to Moveable Proxy.
Note that these mesh types can have some strange behavior on rendering in my experience. I have found that they can not only alter appearance of how materials look but also seem to affect an objects ability to cast shadows. For example I just had a case where I had animated text that floats off the ground. I set it to Moveable Proxy and noticed it no longer cast the rich dark shadows on the floor as it did when it was set to Global. Also test a few frames of your animation before committing to a render as objects with different mesh types may not always render all their key frames if your animation mode is set to anything other than global.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
Thanks for all the answers, it is much clear now ^^
Ok if I understand for all mesh that's not in the scene or disappear it could be better to animate the visibility. Frame by frame some object will be out of the memory of my GPU.
Ok if I understand for all mesh that's not in the scene or disappear it could be better to animate the visibility. Frame by frame some object will be out of the memory of my GPU.