I've noticed that creating an instance clone of an object (like f.e. a tree) I have, only for the first clone, the same number of triangles of the original object.
So if in my scene I have a tree with 1M triangles, when I make the first instance clone I'll have a total count of 2M triangles, from the second clone and succesive ones I'll have no more impact on the total amount of triangles.
Is there a way in order to avoid to double the triangles with the first instance clone?
If not this could be a trouble (not related directly to Octane) having complex external view with a lot of trees, bushes, flowers and so on, since the 19M triangles limit is very easy to reach...
Thanks to all.
Luca
Cloner instance object and triangles count
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http://www.visual4d.it
Just like that 

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yes just use latest versions
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Thanks a lot, very clever idea that I didn't know.
You 've saved my day!
Luca
You 've saved my day!
Luca
i9-10900x, 96GB DDR4, 2xRTX 2080 TI, ASUS X299 SAGE, Windows 10
http://www.visual4d.it
http://www.visual4d.it
- adecemployee
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Just wanted to say thank you for this post! I've been struggling with this issue for a long time. Each one of these units in this image occupies about 180mb of VRAM depending on the image size. This little trick works great! It is also worth noting that it works with grouped objects and not just a single mesh.



Matt Sheppard
Architecural Design & Specifications - A-DEC Inc.
System:
Windows 7 - Octane 1 2.57
HP z800 2xXeo X5690 3.4ghz
NVIDIA Quadro 6000 - NVIDIA TESLA c2075
Architecural Design & Specifications - A-DEC Inc.
System:
Windows 7 - Octane 1 2.57
HP z800 2xXeo X5690 3.4ghz
NVIDIA Quadro 6000 - NVIDIA TESLA c2075