octane crashing on cached scene
Moderator: juanjgon
- asamaniego
- Posts: 18
- Joined: Thu Apr 27, 2017 10:46 pm
I was wondering if there have been any developments in fixing this issue? Also, would a gpu with more vram fix this issue? Thanks.
I'm not sure if a GPU with more VRAM is going to help. The problem is that it seems that there is a limit in the amount of information that Octane can handle in a single node, so if you have a very complex object with a lot of points of polygons (I mean, at least 10 or 15 MPolygons or MPoints), you are going to need to break this object in at least two OBJ nodes.
It is a matter of importing in these additional OBJ nodes half of the information of the master one, of course disabling it for rendering to don't render the geometry twice.
Thanks,
-Juanjo
It is a matter of importing in these additional OBJ nodes half of the information of the master one, of course disabling it for rendering to don't render the geometry twice.
Thanks,
-Juanjo
- asamaniego
- Posts: 18
- Joined: Thu Apr 27, 2017 10:46 pm
I've been working on a cached flip sim that's around 40M points. I've been blasting sections to split it up so octane can read it, but the blasts ruin the sim. Is there a different way to separate the geometry into different nodes?
Hmm, you could create groups for each let's say 10M particles set and import them in OBJ nodes using the merge/blast SOPs. Can you please check the attached scene to see if it helps?
Thanks,
-Juanjo
Thanks,
-Juanjo
- Attachments
-
- particles.zip
- (99.16 KiB) Downloaded 110 times