Ability to render Crowd agents

Houdini Integrated Plugin

Moderator: juanjgon

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heimlich
Licensed Customer
Posts: 36
Joined: Mon Mar 11, 2013 10:08 pm

I was wondering if there's anything that can be done about this. VRAY does a very good job at this on the GPU so there has to be a way to be able to get this into octane as well... just go to the crowd shelf, and run the ragdoll example... set the agents to something like 30.000

Octane will crash at about 1800 agents on a single 2080TI and while doing so, consume all available system memory on a 64gb machine.

VRay on the other hand goes all the way to 75.000 on the same machine, exact same setup. The key is, its literally just loading the scene, and no massaging neccessary.

I have attached a few Framegrabs, and yes, its indeed vray GPU. Regardless what kind of trickery VRAY might be doing (automatic replacing with instancing - I am not sure its doing that) there seems to be a very severe it on system memory when dealing with any of this when using Octane.
Attachments
unknown.png
vray_RTX_Crowd_75000_agents_crowd_running_ragdoll_preset.png
vray_RTX_Crowd_50000_agents_crowd_running_ragdoll_preset_02.png
vray_RTX_Crowd_50000_agents_crowd_running_ragdoll_preset.png
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Hi,

I suppose that it works doing some kind of automatic instancing using a threshold to try to find the agents that have more or less the same base mesh to later instance it. I'll take a look at something like that at some point.

Thanks,
-Juanjo
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