Grass over a huge area. What method?

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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domis
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I need to fill up a plane 4000cm by 400cm with grass. What kind of method should i use to accomplish this without crashing cinema 4D?
Phantom scatter looks awesome, but not sure that will solve my task.

I got two 980Ti cards which gives me some GB of VRAM.
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aoktar
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Try Octane scatter object.
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domis
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I tried that aoktar, which is powerful, but even with 6 grass objects its not dense enough. And my PC is starting to struggle abit. Is this even doable? If not, how can i approach this?
Well with grass patches it got better, but still there must be a better way of doing this.
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aoktar
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What that struggles you? Viewport or rendering? Scatter is fastest thing to work on viewport. I don't think that will slow down your viewport. Please realize what's your issue. Renderer can be very slow when you use many many much objects which are very close and intersecting.
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domis
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The viewport works fine, but render crashes after 10million objects in there. I know its super silly to have that big count of objects in a scene, so i need to figure out a way to make this work. mixture of grass and texture.

Guess GPUs went out of memory. I have to try at work tomorrow which have 12GB. At home i only got 6GB.

CUDA error 2 on device 1: The API was unable to allocate enough memory to perform the requested operation.
CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
-> failed to allocated device memory
-> failed to allocated device memory
device 1: failed to upload data texture 1 of context 0
device 0: failed to upload data texture 1 of context 0
----------------------------------------------------------------------------------------
<<< Render failure detected!!! >>>
Please check render statistics to solve the problem.
Triangles:7k Disp.triangles:0 Hairs:0 Meshes:10m
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aoktar
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It sounds very high amount of clones for this small area. Also try to use a few different distribution object for area. It may help or not. Just an idea.
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JonathanWinbush
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Do you have a screen shot or project file of what your set up is we can test out for you
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domis
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Cause of client i made test scene.
scatter_grassTest.zip
test file
(80.5 KiB) Downloaded 324 times
The boxes is dummy for houses as scale reference. I know this scene dont represent real world scale, but i guess in terms of density of grass that doesnt matter
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bepeg4d
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Ok that the scene scale is not accurate, but the objects inside the scene should have a correct proportion.
The pivot of the sigle blade of grass has a great importance as always.
Here is a modified version with a Mopgraph Random effector:
Screen Shot 2016-09-13 at 16.36.42.jpg
scatter_grassTest_0001.c4d.zip
(140.55 KiB) Downloaded 439 times
I have also revisited your material replacing the c4d shaders with normal Octane shaders.
ciao beppe
djart
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You can give displacement a try. Scattering grass is only needed for Closeups or near distance views, but not really for far distance views.

Just make yourself a grassmap thats tileable, create a greyscalemap from it and put it into the displacechannel and do some testing.
This works for very well for ultrawide grassareas, renders superfast and needs very low ram.

With this method i usually cover areas from a few hundred meters in lenght/ width.

For Closeupdistance using the Scattermethod is great, so mixing those 2, and your good to go. :)
Attachments
gr_displace.jpg
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