I have a crowd sim consisting of a few thousand people, tables and chairs. I've created and cached this in tyflow, the characters are as simple as possible without visual degradation, I cached what I could in a loop of 200-500 frames, but the characters that are walking/cycling around need to be in a cache that spans the whole 3.5k frame animation.
Anyway, I'm pretty sure the size of the cache is not the problem, but the sheer number of polys contained within in when rendering. I get a long pause on the 'transforming vertices' stage at the start of rendering. Probably 20-120 seconds.
Again, not a problem, but over 3.5k frames this is going to add up - a lot.
Is there anyway to bring this stage down besides just have less complex geometry? i.e. less polys in my characters and less of them?
Or assuming I am rendering all that on one computer, would there be a way to pre-compute this before rendering? It seems quite costly to have to do this for every frame when most of the geo isn't moving between frames.
One option might be just to render the alpha channels, would this make any difference?
Anyway, I'm pretty sure the size of the cache is not the problem, but the sheer number of polys contained within in when rendering. I get a long pause on the 'transforming vertices' stage at the start of rendering. Probably 20-120 seconds.
Again, not a problem, but over 3.5k frames this is going to add up - a lot.
Is there anyway to bring this stage down besides just have less complex geometry? i.e. less polys in my characters and less of them?
Or assuming I am rendering all that on one computer, would there be a way to pre-compute this before rendering? It seems quite costly to have to do this for every frame when most of the geo isn't moving between frames.
One option might be just to render the alpha channels, would this make any difference?