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Scattering clouds for miles

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  • Scattering clouds for miles


    Hi
    are there any good tutorials or ideas how to scatter lots of clouds in the sky without overloading GPU memory (we use octane). I think max does not support instance grid and itoo forest cannot scatter this kind of stuff. So I am not sure how to scatter vdb clouds for miles like E-ON Ozone cloud software does procedurally. (picture attached)

    Anyway to get infinite clouds feature like infinite ocean you have in the future. Thanks


  • #2
    Hey,

    Technically the blocker is on our side for this:
    - For CPU, no matter if you clone or instance a simulator, if both have the same cache loaded, the cache will be shared and won't take extra RAM.
    - However, on GPU the renderer needs to copy the data from RAM to the video memory.
    - Right now only Maya Phoenix simulators can be instanced for rendering, we still haven't implemented render instancing for Max.
    - This is why I presume that Octane can't know if two (or more) copied Phoenix simulators share the same cache or not, so most likely they will copy the data several times.
    - The solution to this should be us implementing instancing for Max - this is near the top of the TODO list, but we still can't get there... hopefully soon...

    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Infinite clouds is also something we have in mind
      Svetlin Nikolov, Ex Phoenix team lead

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      • #4
        Thank you for your reply!

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        • #5
          Originally posted by Svetlin.Nikolov View Post
          Infinite clouds is also something we have in mind
          yeah, clouds ! would awesome
          www.mirage-cg.com

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