Originally posted by Paul Oblomov
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my test is based on the test scene, with all but the torus knot deleted. im playing with the clumping etc.. ive tried reducing the voxel size, as the default is like a pile of marbles. from 2 inches default down to 0.5 inches, ram usage jumps from 5GB up to 64 GB, just to initialize the sim. i backed off to 0.6 inch voxel size, and it uses 32-34 GB for the sim. i added a shape node, set to low detail geosphere, then a mesh operator set to vrayinstance.
im rendering as i sim, with cache disabled to save ram.
with moblur on at defaults it seems to use an extra 12gb of ram to render. seems a bit high for a purely instanced scene with (maybe a few million) 12 odd poly spheres.
ideally id like to model some grains ( and small clusters of grains) to use for rendering, but i guess adding detail and variants to the instancer will bump up rendering ram significantly.
probably bucket renderer and playing with vray settings could bring it down.
from my previous tests in houdini, id say that grain sims absolutely gobble up ram... having said that i think maybe tyflow uses more ram for a given sim than houdini would...
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