SciFiFunk wrote:Instancing.
I'm a bit confused here. Could you explain what is happening? Whilst I'm grateful for having the surface replicator and replicator keep a single instance in Octane, I'm not sure how to check this.
When I applied CTRL-D to duplicate (a scene with a single object) AND when I used the replicator the mesh count went up. Surely if instancing is working correctly these should stay at 1.
Instancing is KEY to the Sci Fi Funk film being able to use Octane, due to the large scene sizes and heavy dependency on instancing. This is my first try at this and sadly I have to stop for today. I use CTRL-D a lot as it's a quick way of duplicating and in Carrara at least is the equivalent of using the replicator in terms of memory use.
If you could explain to me how to check etc then that will put me in a good position for tomorrows testing .... running some of my large scene files through this plug in.
Till tomorrow!
Steve
The mesh count reported by octane includes instances. I think this is wrong (they should have their own counter) but it is out of my hands. The best measure is memory. Look at how memory is affected when you add instances verses duplicates.
Large scenes are going to be a battle with the plugin. You might want to talk to PhilW about the compromises he had to make to get his village scene to load.
For now (because I do plan on working on this) duplicates are not instances as far as the plugin is concerned. The main reason for this is modifiers. You can add modifiers to an instance that changes the mesh of the instance and this breaks the instancing requirement of the octane plugin. You can scale, translate, or rotate instances but you cannot morph them because they all need to refer to the same mesh.
The next issue is primitives and size. What takes more memory, a cube or an instance reference to the cube. It turns out the instance takes more. You need a more complex mesh than a cube to see the memory savings. I'm sure you deal with more complex meshes but sometimes there can be a lot of duplicated cubes in a scene.
This leads me to groups. Lets say you want to create a chair from a collection of cube primitives and you create a group to represent that collection. You then want to duplicate that chair. What you end up doing is duplicating all the primitives in the chair and creating a massive instance list of cube primitives. What you need to do is consolidate the chair group into a single mesh and instance that mesh. (I actually haven't had a lot of time to play with Carrara in creating objects from primitives so I could be full of it at this point.)
The bottom line is that I have some work to do to treat duplicates as instances. It is not as cut and dry as it may seem at first. When I can do it is going to come down to priority. Carrara is amazing in its memory foot print but this does not always translate well to Octane.