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Need an update on how to make a grass field with Hair
Posted: Mon Jun 07, 2021 4:15 pm
by GIOLETS
I haven't found a lot of documentation about how to realize a hair grass field, so I've remained with my old method that is the one in the image enclosed.
But I've noticed that in this way the render is really toooooo slow and eats a huge quantity of memory.
Someone could share a much more efficient way to use hair with Octane 2020?
Thanks a lot to all.
Luca
Re: Need an update on how to make a grass field with Hair
Posted: Tue Jun 08, 2021 6:11 am
by bepeg4d
Hi Luca,
do you need to have dynamic effects in your grass?
Otherwise, it is far more productive to use Octane Scatter, or MoGraph Cloner with polygonal grass blades, instead of Hair.
Did you cache your Hair before loading in GPU?
ciao Beppe
Re: Need an update on how to make a grass field with Hair
Posted: Tue Jun 08, 2021 8:16 am
by GIOLETS
Ciao Beppe!
The reason why I prefer to use hair instead of other cloners (such Octane scatter, Mograph,..) is that with hair I have a perfect covering of the surface without huge quantity of instances, and because with hair the edge of the area is perfectly definited.
Ehm... I ignore the possibility to cache hair before rendering..
So what should be your suggested way?
Thanks a lot.
Luca
Re: Need an update on how to make a grass field with Hair
Posted: Wed Jun 09, 2021 8:24 am
by bepeg4d
Hi Luca,
Hair objects are rendered as Sweep Nurbs splines, so the Render Instance option cannot be used.
Because of this, Octane Scatter and MoGraph Cloners (in Render Instance mode) are better for grass, in my opinion, you need far less resources.
You can use a map to perfectly define also Scatter or MoGraph clones.
On the other side, if you need dynamic effects and collisions, Hair is perfect, but better to use it in restricted areas, and always calculate the Cache before loading in Live View:
ciao Beppe