Memory free instance scattering in 3ds max?

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Rik
Licensed Customer
Posts: 423
Joined: Wed Jul 28, 2010 8:57 pm

OK I give up. All I want is real grass.

So what's this about?

I create thousands of instances of an octane proxy using array octane sees them as instances with no memory hit. :D

I create thousands of instances of an octane proxy using object paint and octane also sees them as instances, again no memory usage. :D

Great.

Then when using the scatter tool octane sees the scattered objects as completely different meshes and cripples the memory. :evil:

I know about the various overcomplicated expensive plugins but they all cost money - more than I paid for Octane. Forest lite is free but only works on flat surfaces which is a big problem.

If Octane can make thousands of instanced meshes with no hit to memory, why can't it work with max's native scatter tool.
Arghhh
akira
Licensed Customer
Posts: 94
Joined: Sun May 30, 2010 4:33 pm

if i were you, i would use particle flow instead of scatter obj.
pflow_scatter.JPG
Rik
Licensed Customer
Posts: 423
Joined: Wed Jul 28, 2010 8:57 pm

Thanks. Looks great but still has the problem of not acting like instances so when you ramp up the number of teapots/grass the memory gets eaten up.
When I use an octane proxie they render out as the low level detail display model. Switching the proxie's display level of detail to original means they show up in the render but the memory gets used up again.

Cant understand why certain methods of generating many copies of an instance will not use up memory yet other methods eat it up...
User avatar
suvakas
Licensed Customer
Posts: 503
Joined: Sun Jun 12, 2011 10:26 am

I think scatter tool outputs everything as a single mesh in Max SDK during rendering time. So there is no way to get the info of separate elements.
Particle flow support should be possible though. It's up to a plugin writer if he is willing to invest a bit of extra time. It's much more easier (and faster to code) to render pFlow as a single mesh too.

Suv
3dgeeks
Licensed Customer
Posts: 193
Joined: Wed Jun 11, 2014 8:12 am

The problem is in maxes Native scatter tool. It has never treated anything as instances. There are a lot of other free ways to do it in max like painting object onto a surface that will still maintain instancing.
Rik
Licensed Customer
Posts: 423
Joined: Wed Jul 28, 2010 8:57 pm

Yeah, I end up using the paint tool which is OK but a bit time consuming if you're having to paint a field of grass...
Rik
Licensed Customer
Posts: 423
Joined: Wed Jul 28, 2010 8:57 pm

I've not been working on this for the past few months, honest. But I have a bit of a solution/workflow for octane renderable instances on terrain, using free plugins which is nice. so I though I'd share.

Hopefully someone will tell me of the better way to do it...

draw shape of field/lawn
if 3d then normalise spline to get more detail for correct levels of elevation
POPULATE TERRAIN script to make it geometry

make sure trees/grass are octane proxys
move the tree/grass up in z
INSTANCE not copy the tree/grass in row
INSTANCE not copy the row so you have a grid of the trees/grass overlapping the terrain

OBJECT RANDOMISER script
random move x y for variance
random rotate only y or z, depending on tree/grass geometry for variance

SCRIPTED GLUE script
select terrain to make it the base object
select the trees/grass objects and click glue
if grass turn surf align on, if trees or v tall grass leave surf align off

in side view delete all trees/grass not glued/needed

OBJECT RANDOMISER script
Scale the trees/grass for variance

Boom! :D


Bit of a faff but hey it's free and you don't need to spend time learning new software.
Did I mention it's free?
Did I mention the trees/grass/teapots stay as Octane renderable instances.
azen
OctaneRender Team
Posts: 789
Joined: Mon Jun 01, 2015 11:06 pm

Hi,

More intuitive support MAX support for instances certainly deserves high priority during the on-going development of the 3.x releases. Where this would fit into the greater task list will become much clearer as we get closer to release. Good to see that you came up with a very impressive workaround - here's to putting an end to as many of these kind of workaround approaches as soon as possible with Octane 3
User avatar
mbetke
Licensed Customer
Posts: 1293
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

If you want Grass with full control and low memory usage get Forest pack Pro from itoo Software.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Rik
Licensed Customer
Posts: 423
Joined: Wed Jul 28, 2010 8:57 pm

Thanks Azen. Hopefully by 'more intuitive' you mean 'will work' :D

Would be really fantastic to have Octane instances work with all the modelling tools. For starters how about...

Max's own scatter tool (obviously)

AvisStudio Atiles plugin
http://www.avizstudio.com/tools/atiles/

Populate Panels
http://populate3d.com/products/panels/


I've tried Forestpack lite and it does look amazing. Snag is that for the number of times I'd use all that functionality it seems a nut-ache to have to spend £160 on the pro version when Octane should just work properly so I don't need to spend my hard earned loot.
If the Forest pack lite could use 3d terrain then I'd just use that but unfortunately it's restricted to 2d base objects
Post Reply

Return to “Autodesk 3Ds Max”