Originally posted by anders
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When I scatter a very large number, such as millions of pieces, if I use the IPR of the Vray GPU for rendering, 3dmax will have no response for a long time when I switch the time axis, as if it would calculate the scatter of each frame, but actually no parameters will be changed due to the change of the time axis. Even after I turn off the update automatically of chaos scatter, it is the same. In fact, I use vantage for testing. I have fed back relevant problems to the vantage team. They told me that this is the problem of Vray GPU. At that time, I tested the forest pack. I thought chaos scatter would be optimized. But it seems that this problem still exists
https://forums.chaos.com/forum/chaos...rame-is-output
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Originally posted by q976431 View PostWhen I scatter a very large number, such as millions of pieces, if I use the IPR of the Vray GPU for rendering, 3dmax will have no response for a long time when I switch the time axis, as if it would calculate the scatter of each frame, but actually no parameters will be changed due to the change of the time axis. Even after I turn off the update automatically of chaos scatter, it is the same. In fact, I use vantage for testing. I have fed back relevant problems to the vantage team. They told me that this is the problem of Vray GPU. At that time, I tested the forest pack. I thought chaos scatter would be optimized. But it seems that this problem still exists
https://forums.chaos.com/forum/chaos...rame-is-output
But after spreading hundreds of thousands or millions of numbers, dragging the timeline becomes extremely difficult. If the chaos scatter is not animated, I don't think it should be recalculated every frame. Now it's like switching the timeline and it needs to be regenerated (camera clipping is not turned on)
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It could be tied to the viewport performance issue seen elsewhere, it seems similar.
Could you check if the CPU and/or GPU are being taxed when moving the timeline?Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by ^Lele^ View PostIt could be tied to the viewport performance issue seen elsewhere, it seems similar.
Could you check if the CPU and/or GPU are being taxed when moving the timeline?
Perhaps there is a separate setting to prevent this from happening? It is also invalid for me to disable automatic update of forest
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The number of viewports in my forest has been turned off. Even I hid the forest. When rendering hidden objects only is enabled, dragging the viewport becomes as slow as if it reloads the forest scatter for each frame. The same is true for chaos scatter. This problem can occur in hundreds of thousands of quantities. I sent the scenario with problems to the vantage team, and they got the same results
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So it's a behaviour fPro too shares.
I seem to recall it was also the case with the scatter plugin of a while back: if you displayed many nodes, you could kiss goodbye to the UI performance.
I have to assume it's not an easy one to fix, if it's three different companies/devs coming up with nigh-identical limitations, while TYFlow under identical circumstances flies.
I theorised it has to do with the caching (not happening in the various scattererers), so the time is spent moving data to and from memory (CPU and GPU seem absolutely flat in the while).
Let's see what the devs will say.Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by ^Lele^ View PostSo it's a behaviour fPro too shares.
I seem to recall it was also the case with the scatter plugin of a while back: if you displayed many nodes, you could kiss goodbye to the UI performance.
I have to assume it's not an easy one to fix, if it's three different companies/devs coming up with nigh-identical limitations, while TYFlow under identical circumstances flies.
I theorised it has to do with the caching (not happening in the various scattererers), so the time is spent moving data to and from memory (CPU and GPU seem absolutely flat in the while).
Let's see what the devs will say.
But then again
After all, tyflow is a particle plug-in. It is bound to have many moving objects and need to calculate new data for each frame. However, in most cases, forest and chaos scatter do not need to calculate data for each frame unless the camera is turned on for cutting. You need to get the camera range of each frame. The rest only need to use the cache loaded for the first time.
I use google translate. Maybe my description is not accurate enough. Sorry
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You're perfectly understandable.Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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I'm getting very long geometry compiling times for low numbers of objects. Scattering 10,000 high-res tree on a high-res landscape mesh takes about 30-40 seconds. Is this normal or is there an issue with my setup here?
EDIT: Actually, this seems to have to do mainly with my surface. If I occlude part of it with a spline, simulating a camera cull, compute times are a lot more reasonable.Last edited by BBB3; 26-06-2022, 10:19 AM.Check my blog
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Originally posted by jerlat View PostI'm missing the possibility to add empty instance.
For example using a UV map grid pattern, I wish some spots to be randomly left vacant.If it was that easy, it would have already been done
Peter Matanov
Chaos
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