Didn't wanted to post this into the wishlist section, because I think the chaos guys have enough work already, this is just something theoretical, and for some mental fun.
Rendertime primitive generation is a great thing to have, can make almost impossible scenarios renderable. Vray can handle almost infinite amount (tested billions, couldn't really test infinite though... ) of polygons with the proxy system, if the proxies fit nicely into the ram. The bottleneck is usually max. Even with a few thousand objects, the performance drops badly, not to mention cases where you would need at least several hundred thousand objects. Like plants, rocks, on a large meadow, but this is only one example.
Rendertime proxy scattering would be a system like the current vrayfur. It would be a system used to randomly scatter geometry over a surface or in a volume, but could use any mesh, or an already created proxy as a source. It could be a base of a complex system used to create massive vegetation, immerse number of random stuff, or anything you can think of. The principal is that the placement of the instances is calculated during rendertime. There is almost no additional scene setup time, no need for max, or any application to handle many objects, etc... All the object creation would be on demand. Adittionally, the system would allow disk caching of scatter data in a block readable format, pretty like the proxy now, this could be considered as a recursive "proxy". You've got a dataset containing placement, transformation, and additional function (like random materials, etc...) information, that can be accessed fast during rendertime, and from this information, proxies are created. This method could be further expanded. You could scatter clusters of scatter data in multiple iterations to get a fractal placement of zillion objects effectively.
Upon a core like this many cool features could be developed, like random shader assignment, collision detection, just the usual user friendly and handy stuff.
I know this all is just pretty lame theory, but I thought I post it here so it might give some ideas. However, this all is so obvious, I don't think I was the only one who though about it.
best regards,
A.
PS.: What happened to all the Render theory threads? Did they get archived or something?
Rendertime primitive generation is a great thing to have, can make almost impossible scenarios renderable. Vray can handle almost infinite amount (tested billions, couldn't really test infinite though... ) of polygons with the proxy system, if the proxies fit nicely into the ram. The bottleneck is usually max. Even with a few thousand objects, the performance drops badly, not to mention cases where you would need at least several hundred thousand objects. Like plants, rocks, on a large meadow, but this is only one example.
Rendertime proxy scattering would be a system like the current vrayfur. It would be a system used to randomly scatter geometry over a surface or in a volume, but could use any mesh, or an already created proxy as a source. It could be a base of a complex system used to create massive vegetation, immerse number of random stuff, or anything you can think of. The principal is that the placement of the instances is calculated during rendertime. There is almost no additional scene setup time, no need for max, or any application to handle many objects, etc... All the object creation would be on demand. Adittionally, the system would allow disk caching of scatter data in a block readable format, pretty like the proxy now, this could be considered as a recursive "proxy". You've got a dataset containing placement, transformation, and additional function (like random materials, etc...) information, that can be accessed fast during rendertime, and from this information, proxies are created. This method could be further expanded. You could scatter clusters of scatter data in multiple iterations to get a fractal placement of zillion objects effectively.
Upon a core like this many cool features could be developed, like random shader assignment, collision detection, just the usual user friendly and handy stuff.
I know this all is just pretty lame theory, but I thought I post it here so it might give some ideas. However, this all is so obvious, I don't think I was the only one who though about it.
best regards,
A.
PS.: What happened to all the Render theory threads? Did they get archived or something?
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