Hi
I've made a decent tree, by scattering some leaves onto a few twigs, and then scattering these in turn onto boughs, and then have a trunk, all grouped together into a geometry group
when I then try and scatter all this bunch say 10 times, all GPU's fail - admittedly it is trying to render approx 7 million meshes, but of course the number of original triangles is relatively low...
is there an upper limit to the amount of instances you can get onto a GTX590 ?
limit to number of instances?
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workstation well past its sell-by-date, Vista 64 bit (!) with a pitiful amount of RAM, re-invigorated with a GX 590
3ds Max Design 2011 (have 2013 but can't be bothered to re-do all the UI), CS5, and that free z-brush program, whatever it's called
3ds Max Design 2011 (have 2013 but can't be bothered to re-do all the UI), CS5, and that free z-brush program, whatever it's called
I vaguely recall their might be a polygon limit, which is easy to exceed when dealing with 7million polygon meshes.
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
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Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Hi all
Yes, didn't realise that the 'number of instances' is a VRAM hit too, so yes 5 or so trees work
so, I've thined the number of branches, leaves etc
oops!
Yes, didn't realise that the 'number of instances' is a VRAM hit too, so yes 5 or so trees work
so, I've thined the number of branches, leaves etc
oops!
workstation well past its sell-by-date, Vista 64 bit (!) with a pitiful amount of RAM, re-invigorated with a GX 590
3ds Max Design 2011 (have 2013 but can't be bothered to re-do all the UI), CS5, and that free z-brush program, whatever it's called
3ds Max Design 2011 (have 2013 but can't be bothered to re-do all the UI), CS5, and that free z-brush program, whatever it's called
Usually there isn't much of a VRAM hit.
Say you have a 1mil triangle tree and then you instance that, only a minimal amount of information is needed to reproduce the tree in a new position/scale. (not another 1mil triangles). How much more VRAM gets used per tree?
EG: you have a 600,000 triangle mesh that takes 83.8MB for geometry, you scatter this 100,000 times and the geometry size only increases to 96.0MB
I would say that your best option is to create the whole tree and then instance from there (unless you have some crazy insane high poly tree that you cannot do without instancing). Render speeds drop considerably when you do things like have 600,000 instances of a simple plane (which may be the case of your leaves).
Or at least turn the twigs with leaves on them into geometry (rather than each leaf instanced).
Thanks
Chris.
Say you have a 1mil triangle tree and then you instance that, only a minimal amount of information is needed to reproduce the tree in a new position/scale. (not another 1mil triangles). How much more VRAM gets used per tree?
EG: you have a 600,000 triangle mesh that takes 83.8MB for geometry, you scatter this 100,000 times and the geometry size only increases to 96.0MB
I would say that your best option is to create the whole tree and then instance from there (unless you have some crazy insane high poly tree that you cannot do without instancing). Render speeds drop considerably when you do things like have 600,000 instances of a simple plane (which may be the case of your leaves).
Or at least turn the twigs with leaves on them into geometry (rather than each leaf instanced).
Thanks
Chris.