Forest pack geometry limit
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With Forest Pack, why is there an issue rendering too many cloned objects (trees, or grass, or carpet, etc) when all the samples are instanced off the same object? Shouldn't that overhead be relatively free? Isn't that what the movable proxy setting does? I thought there was supposed to be a nearly limitless number of clones allowed in your scene. Does FP work differently?
If I'm doing a carpet with a forest object, I can usually get an 8' x 10' rug okay - but anything larger or more dense than that and I'll fill up on v-ram and cards will begin to fail - or it'll just say 'no' and not do the forest items. This is not just my machine but other workstations/users have the same issue. Forest Pro will work up to a point of mesh density. This is all with forest objects (wood chips, stones, carpet, grass, etc) that are native to the program. I did a test last night using my own carpet object and made it a movable proxy beforehand and then told forest to use my custom mesh. This seemed to work much better this time around. My untested theory is that native forest objects don't get passed the 'movable proxy' flag and don't benefit from it.
- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Hi Dartfrog,
Actually it would look like you say, as if objects were bypassed.
Regards
Paride
Actually it would look like you say, as if objects were bypassed.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
i would use quixel megascans and itoo together if you need very detailed forest ground https://youtu.be/7B17VEFZyuQ
but I also had octane stop rendering pine forest when I was using trees that are 1 million polys each.
update: lol I just read you were creating a carpet not forest .
but I also had octane stop rendering pine forest when I was using trees that are 1 million polys each.
update: lol I just read you were creating a carpet not forest .