Mass amount of polygons

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prodviz
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I've 32GB and they're all maxed out. Interesting, I didn't realise that RAM was initially used for instances.

Maybe I need to get up to 64GB.

Cheers TBFX.
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TBFX
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prodviz wrote:I've 32GB and they're all maxed out. Interesting, I didn't realise that RAM was initially used for instances.
Wow you must have some really heavy geo you are instancing or many different variants. Or maybe the ram usage went up when voxelization became multi threaded? I did that scene many versions ago.

T.
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voon
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Out of curiosity, is there something like an intelligent LODder on the market, i.e. what games do with polyogons that are far away ... like scattering 30'000 Trees etc and then let some intelligen process autoreduce the far away ones because you can't see the polys anyway and only then feed it into the renderer?
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TBFX
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voon wrote:Out of curiosity, is there something like an intelligent LODder on the market, i.e. what games do with polyogons that are far away ... like scattering 30'000 Trees etc and then let some intelligen process autoreduce the far away ones because you can't see the polys anyway and only then feed it into the renderer?
Nice idea but unfortunately it wouldn't work with instances as the very nature of their efficiency for rendering, and for that matter being instances, is the fact that they are the same geo that only takes up one instances footprint in Vram but can then be transformed and rendered in huge numbers. So changing the geo through LOD before transferring to Octane would be counter productive and once they are there they render fine so not much point in doing it within octane either.

T.
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wzxOctane
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Hi TBFX,

Saw this thread and I was really impressed by your image! :shock:
I would be more than interested to know more about it.
Do you think you can make a WIP, Mof... about it or you don't like to give this type of explanation? :roll:

Thanks
prodviz
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Hi TBFX,

I'm using 3 trees which have the following poly count:

600K
800K
600K

This may be too heavy, but the render is going to be at print res, so I created fairly high poly detail.

As for details on the scene:

At 64 particles instances
RAM maxes out at 32GB
and doesn't render

At 32 particle instances
RAM 29GB
RAM drops off
and doesn't render

At 24 particle instances
RAM 24GB
RAM drops back to 15GB
and renders as attached:

Image

Takes 2 minutes for translation.

All CPU threads are being used for translation.

I've been restarting maya to flush RAM for each test.

Not sure if I'm doing anything wrong here or if this is the limit for instances with high poly detail at 32GB?

cheers.
prodviz
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Around 90K polys per tree render ok with 128 particles instances.

Has anyone tested geometry with several hundred thousand polys, instanced over a few hundred particles?

cheers.
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TBFX
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prodviz wrote:I'm using 3 trees which have the following poly count:

600K
800K
600K
My trees were between 500k and 600k faces each and I also had 3 variants so I think we are in the same ball park there.

I haven't tried that scene for a long time, not even sure it would work in the current version. It is possible things have changed like the multi threaded scene loading that may have increased the memory usage. I will try the scene when I get the chance but I'm really busy on a project right now and it could take me quite a while to get round to it.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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TBFX
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wzxOctane wrote:Hi TBFX,

Saw this thread and I was really impressed by your image! :shock:
I would be more than interested to know more about it.
Do you think you can make a WIP, Mof... about it or you don't like to give this type of explanation? :roll:

Thanks
Hi wzxOctane,

Happy to share but I don't have much time at the moment so if you have any specific questions I may be able to answer them.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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wzxOctane
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It's mainly about en efficient way to scatter the tree in order to make an "well distribute" forest.

You know in 3dsMax there is a Plugin call ForestPack that's really great, powerfull and intuitive.
In Maya there now the new Xgen tool, but it is not yet supported by Octane.

So what the process with particules? You pop up particules on your ground mesh drive by a greyscale map, and then attach a tree instance on each one? It's as simple as that? :|
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