im trying to figure out the most efficient way to render a scene containing millions of little stones scattered with forestpack. at the moment the render itself takes a couple of minutes, but the scene setup (updating instances etc, slowly filling ram) takes another couple of minutes, and, very frustratingly, after the frame has been saved, i have to wait another 2-3 minutes as the ram *unloads*
this is despite the scatter being static, and the camera culling etc linked to a static cam that covers the scene. - i had hoped stuff could be reused between frames.... it seems not, the setup time difference between frame 1 and 2+ is a few seconds.
so i was looking at options.... exporting to instances is one, but there are 160 million individual stones... im not sure max would survive with that many individual objects, or if it will help.
i was wondering if proxy supports instancing internally? that way i could bake out the fp, and if it doesnt crash, export those millions of instances to a single proxy file...
ive no idea if this would have any effect on rendertimes, positive or negative... i guess i need to test, but if instancing is not supported in the proxy file, itll be absolutely enormous.
and please Chaos... find some clever way to fix the super slow "ram unloading" thing at the end of the render when using displacement/fp etc..... its infuriating when the machine sits there doing basically bu**er all for longer than the actual render takes, and you have hundreds of frames to render. ..... iirc neither gpu or IPR have this issue so i find it hard to understand why its unavoidable on production cpu rendering. surely, the render is finished, saved.... just kill the render process already? i know for sure from crashes that ram is capable of emptying itself extremely fast.
this is despite the scatter being static, and the camera culling etc linked to a static cam that covers the scene. - i had hoped stuff could be reused between frames.... it seems not, the setup time difference between frame 1 and 2+ is a few seconds.
so i was looking at options.... exporting to instances is one, but there are 160 million individual stones... im not sure max would survive with that many individual objects, or if it will help.
i was wondering if proxy supports instancing internally? that way i could bake out the fp, and if it doesnt crash, export those millions of instances to a single proxy file...
ive no idea if this would have any effect on rendertimes, positive or negative... i guess i need to test, but if instancing is not supported in the proxy file, itll be absolutely enormous.
and please Chaos... find some clever way to fix the super slow "ram unloading" thing at the end of the render when using displacement/fp etc..... its infuriating when the machine sits there doing basically bu**er all for longer than the actual render takes, and you have hundreds of frames to render. ..... iirc neither gpu or IPR have this issue so i find it hard to understand why its unavoidable on production cpu rendering. surely, the render is finished, saved.... just kill the render process already? i know for sure from crashes that ram is capable of emptying itself extremely fast.
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