Announcement

Collapse
No announcement yet.

lots of big proxies

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • lots of big proxies

    im just tarting up a scene i did a while ago, and replacing 8,000 proxy trees of approx 200,000 faces each, with 20,000 proxy trees of approx 800,000 faces. the materials are almost identical (vray2sided on the leaves, specular highlights, but refs disabled in materials.)


    id just like to understand the effect on the scene. having swapped those over, my rendertimes have gone from 20 mins to 8 hrs a frame, and my ram usage has gone from 8 gb to 25 gb.

    now ram usage isnt a problem as i have 32 gb in my machines.. (although in the end id like it under 24 for sending to a farm)

    but im wondering about the vast rendertime increase. i guess the increased geometric detail will cause the dmc sampler to work harder, that will be unavoidable, but since the original scene had thousands of trees in the distance anyway, it should already have been being hammered. so im surprised at the size of the change.

    also, firstly, it spends almost 15 mins "transforming vertices" which it never did before.. surely since they are proxies, no work should be done on the meshes until they are loaded for each bucket..? secondly the only material difference is i now have a map in the vray2sided "translucency" slot.. could this increase the rendertime drastically?

    also if i cancel, or it finishes a frame, it now takes about 10 mins on the "vray lens effects" progress bar. how should swapping proxies affect this?

    i appreciate i really should optimise the tree models for the far areas, but keeping the look the same whilst reducing polycount drastically on trees is quite tricky, the leaves are as simple as they can be, and ive removed all fine twigs already.

    i guess using the "proxy point cloud" would be one option, but last time i tried there was a real issue with point size multiplier.. the discs were way too big by default and using low sizes caused the proxy export to fail (noted by vlado at the time.. no idea if this is fixed yet..)

  • #2
    Are you sure the proxies ended up as instances?

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      hm i shall check.. i generated the forest as a forestpack object then used the inbuild tool to convert to instances, so i guess so.. trouble is even selecting them all (using the "select by layer" tool) hangs max ( i get that "3dsmax interface redrawing in a loop" thing) im trying switching to opengl as i remember in the past this helped with very heavy scenes and max stability..


      as a note, there are actually 20 unique tree types. maybe this is just too many? i was pushing it, as usual..


      also, any thoughts on the proxy point cloud.. does it work for trees yet?

      Comment


      • #4
        It might also depend on the V-Ray version; there was an issue with some of the older 2.x service packs that would cause a lot of RAM usage with proxies. As far as I know this was fixed in V-Ray 2.3

        About the point clouds, this was fixed in the nightly builds, I think.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment


        • #5
          If you change one to display as box (the the vray proxy controls, not the max ones) does it change all the other ones too?
          Does sound like something is up.

          Comment


          • #6
            well i just checked, they are indeed instances.

            on a side note, ive switched to opengl, and what a difference. yes, the viewports redraw slower, but selecting stuff is near isntant. even selecting all 20k trees, that send max into fits before, takes 5-10 seconds with no flickering or fuss.

            this is the opengl that hasnt been updated for years, and the same one that one max viewport programmer said to me once (years ago) "opengl? does that even still work?"

            yes actually, and in some respects still better than nitrous.

            virtual viewports.. also only available in opengl.. grr calm.. must take my dried frog pills.

            anyway, now max is interactive again i can continue trying to find my main issue.


            p.s. vlado, if you can confirm the point cloud issue is fixed in the nightlies, ill be emailing you in a matter of minutes

            Comment


            • #7
              Hi

              The Point cloud issue is fixed in the nightly builds.
              Tashko Zashev | chaos.com
              Chaos Support Representative | contact us

              Comment

              Working...
              X