martinscube wrote:Is there planned some improved instancing of the VDB volumes?
I'm working on some cloud heavy scenes, everything is great, but when I try to make around +1000 copys of VDB obejcts using Cloner (with OctaneScatter it doesnt work) the scene loading time can take almost 10minutes.
Good thing is, it doesnt use much GPU ram.
Also there when there is heavy VDB volume overlaping, the bounding box of VDB creates cutout in other volumes ( I will post example later)
Here is a simple example of what i'm doing, i just need to make them much moooooore :)
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In this case what is likely causing the scene load is the BVH construction, probably made worse by overlapping. When instancing volumes in Octane, the volume data will never be duplicated.
The cutouts you mentioned are a limitation of volume rendering. The ray marcher has to choose a step length, and when it is too large for the interval to be integrated, it will make one huge step from start to end of the interval. In the case where volumes overlap, the overlapping interval can sometimes be a lot shorter than the portions that don't overlap. In other words, if the volume is physically very dense, lower step lengths will make it appear to be less dense, but as soon as the volumes overlap, then the overlapping portions will actually be more accurate. A similar effect will happen when using two volumes with very different step lengths, and overlapping them.
I suggest that in workflow, first ensure that the volume is accurate, by finding a balance between density and step length, ensuring the step length is as low as possible without killing performance. Try to minimise overlapping, this will improve ray marching performance.