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Best method for render scene with lots of animated objects

Posted: Sat Jun 13, 2015 9:39 pm
by richnosworthy
Hi there,

like the title says i've got a big scene with lots of different animated elements. All doing different and unrelated things (some are characters, some spline wraps, moving text etc). Since you can only have 7 mesh numbers (plus mesh 0) in the octane object tag, whats the most efficient way to distribute elements in a scene like this? Is it fine to put every animated element under mesh number 1 for example, or is there a better way to do it? I've probably got about 40 objects in total so some will def have to share the same mesh number

Thanks

Re: Best method for render scene with lots of animated objects

Posted: Sat Jun 13, 2015 10:00 pm
by aoktar
richnosworthy wrote:Hi there,

like the title says i've got a big scene with lots of different animated elements. All doing different and unrelated things (some are characters, some spline wraps, moving text etc). Since you can only have 7 mesh numbers (plus mesh 0) in the octane object tag, whats the most efficient way to distribute elements in a scene like this? Is it fine to put every animated element under mesh number 1 for example, or is there a better way to do it? I've probably got about 40 objects in total so some will def have to share the same mesh number

Thanks
You can use same mesh number for all objects. It's just for better response on LV. But in practice shouldn't be any performance differences on rendering. You can use hundreds objects on same meshno. As you may know that "Resend only update objects" and objecttags is fastest way to elliminate re-exporting the all meshes for each frames.

Re: Best method for render scene with lots of animated objects

Posted: Sat Jun 13, 2015 11:41 pm
by richnosworthy
Great thanks aoktar, was hoping that was the case! Cheers