If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
Exciting News: Chaos acquires EvolveLAB = AI-Powered Design.
To learn more, please visit this page!
New! You can now log in to the forums with your chaos.com account as well as your forum account.
I believe that I've read that they did some major adjustments to the grass for those examples.
Maybe turn off g.i., etc. and as Vlado suggested about the RAM.
I am also not entirely pleased with the product, but, it was less expensive than VRS...
I am getting some decent results at the moment with some Autograss mixed with VRS.
I do like Autograss is really good for edges and smaller, more oddly shaped pieces of grass.
Nothing I can recall, sorry. I haven't had to plant any grass for several months now due to a lot of interior projects, lately. I do remember doing some quick tests to find out how it would behave, just can't remember specific numbers...I just have 8GB RAM...
Take a look at the sample files, they dont use any GI at all or only low BF Settings, thats why its so fast in their vids and examples. On a recent project i switched from autograss to Forest Pro because of the high rendertimes i was getting, it was fine for small previews but when it came to render the final animation the rendertime exploded. i havent used it since, i stick to forest.
found a weird bug.
lets say you have a nicely setup grass that works perfectly....now...youre creating a new scene and you want to merge the grass object that works nicely from the other scene....you do that....select autograss gizmo and pick a new object for autograss to generate the grass on.
For some reason, in this case, the LC calculation can raise from 30 secs to something like 30minutes......
i ve replicated this problem in 3 scenes already.
So ...the conclusion is, you can merge the autograss object from older scene (if you like the way its setup), but u cant use it....if you create a new one, it will automatically pict paramaters from the old one, just as the vray cam does...
IMO good grass quality render and low render time is impossible.
You can try with low grass length, no specular, low density, but I found that VRayscatter is better for rendertime and geometry quality. But for large surface VRayScatter consume a lot of RAM. But it's fast.
In VRaygrass you can't customize a grass, but you can cover a lot of surface, with low ram, but rendertime is high. Ah, and don't use SSS preset. It's rendertime killer!
I don't know if cal that "bug". But I've a big plane with autograss. All CPU, node include, are 100% CPU usage if i render only the plane.
When I active my VRayscatter (not very heavy, just some tree) stuff, the CPU work from 50 to 80. VRay Memory = 4 GB , AutoGrass 1 GB.
If I render only the plane, without Autograss, but with VRayScatter, CPU usage= 100%.
And I can't do a grass with VRayScatter. Too memory consume with this plug. So... with both plug, we cant do a good grass plate in a big scene. Or waiting ages with my CPU run at 50%...
I've a question for how has both VRayScatter and Autograss.
In my scene, ifI render only a plane with autograss, all work fine. All CPU are 100%.
But, when I add just one VRayScatter object, for example, 100 trees, all CPU (WS and rendernode) go to 50-60-70%.
Autograss memory is 1024 and VRay Memory set to auto and 4 GB
WE memory available= 8 GB.
Comment