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Too many Polys

Posted: Fri Oct 23, 2015 4:43 pm
by DartFrog
I have a scene with 35 Million Polys, and Vray would render it fine. When I go into Octane I have to delete certain high-poly objects and get the scene down to 21 million polys before the titan-Z will pick it up and actually render it.

Isn't there a way to get high-poly scenes to render by putting data on the hard drive or having octane use system memory or something? I checked the box for "Use CPU memory" and that didn't do anything. Do proxy's work? is that what I would need to use for this issue or is that just to reduce viewport polys?

Thanks,
Ian

Re: Too many Polys

Posted: Fri Oct 23, 2015 5:34 pm
by profbetis
Using proxies is definitely a great way to cut down on scene memory (as long as you're using instances). Proxies, despite the name, are no lower-poly or visually degraded whatsoever. I believe the term is used as a GPU memory tool, where an instance is the same vertex matrix but scaled/translated differently, so it only has to keep one set of the mesh in memory and it can move any of the instances around easily. You will also need to enable this for animated objects.

Re: Too many Polys

Posted: Fri Oct 23, 2015 6:28 pm
by DartFrog
So, to be clear, are we talking about octane proxy objects? That does indeed reduce viewport polycount. Or are you speaking of proxys more generally, like using 3dsmax x-ref objects?

I did try turning a high-poly object into an octane proxy and then instancing that but I wasn't able to render the scene still. I'll try again.

Re: Too many Polys

Posted: Fri Oct 23, 2015 7:35 pm
by DartFrog
I tried turning the high-poly objects into Octane Proxy objects (replacing the originals) and then instanced them around. This process didn't work in getting the scene to render. It was the same as if I had let them stay in the scene (non octane proxys) What the point of the octane proxy other than lowering viewport count?

I tried using x-ref object too and that didn't work either. The hell man.

Re: Too many Polys

Posted: Fri Oct 23, 2015 7:40 pm
by mark0spasic
Official statement from Otoy:"As for the query about the infinite mesh and polygon size, OctaneRender 2.0 has a 19 million polygon limit.
This is due to a limitation in CUDA that has limited the size usable for geometric primitives to 2GB.

However in the 3.0 version, this OctaneRender engine limitation will be removed.
(so it will only be limited by the GPU hardware)"

Re: Too many Polys

Posted: Fri Oct 23, 2015 7:51 pm
by DartFrog
is "limited by GPU hardware" any different from what is currently going on? It seems that the current issue.

Re: Too many Polys

Posted: Fri Oct 23, 2015 9:15 pm
by Olitech
DartFrog wrote:I tried turning the high-poly objects into Octane Proxy objects (replacing the originals) and then instanced them around. This process didn't work in getting the scene to render. It was the same as if I had let them stay in the scene (non octane proxys) What the point of the octane proxy other than lowering viewport count?

I tried using x-ref object too and that didn't work either. The hell man.
You need to right-click the proxy and click 'movable proxy' for it to work. They work just like vray proxies.

Best,
O

Re: Too many Polys

Posted: Sun Oct 25, 2015 10:35 am
by acc24ex
- movable proxy is octane's naming for instances - that's it, any instance you have you turn into proxy - via the above mentioned right clik, octane properties, movable proxy, and the memory size will be the same as the single instance has

- option B - decimate, use optimize modifier ..

Re: Too many Polys

Posted: Mon Oct 26, 2015 1:59 pm
by DartFrog
That "movable proxy" thing worked perfectly!

I have now 17 chairs rendering in a scene, instead of being capped at 1. Thanks!

Re: Too many Polys

Posted: Tue Oct 27, 2015 2:17 pm
by Olitech
DartFrog wrote:That "movable proxy" thing worked perfectly!

I have now 17 chairs rendering in a scene, instead of being capped at 1. Thanks!
Great to hear!

You can probably now bump up that number to a few hundred chairs. =]

Best,
O