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.
Grass over a huge area. What method?
Moderators: ChrisHekman, aoktar
Try Octane scatter object.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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.
Well with grass patches it got better, but still there must be a better way of doing this.
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.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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
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
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.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- 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
Winbush.tv
Win10x64 / i7 SkyLake / Nvidia Titan X + 980ti / 32gigs Ram
Win10x64 / i7 SkyLake / Nvidia Titan X + 980ti / 32gigs Ram
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: I have also revisited your material replacing the c4d shaders with normal Octane shaders.
ciao beppe
The pivot of the sigle blade of grass has a great importance as always.
Here is a modified version with a Mopgraph Random effector: I have also revisited your material replacing the c4d shaders with normal Octane shaders.
ciao beppe
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.
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.
