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Chaos Scatter "Compiling Geometry"

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  • Chaos Scatter "Compiling Geometry"

    When trying to use Chaos Scatter VRay takes virtually forever to compile the geometry on even modest amounts of scattered items (100k) before it starts to render - IF it ever does start to render. That is when using assets we have been using successfully with VRay Scatter before. The same also applies, when the assets are converted to Proxys beforehand (new proxy mode, optimize for instancing is on). It does work fine, however, when we use assets from chaos cosmos, so I assume it has something to do with how data is prepared. Any pointers what could cause assets to not render with Chaos Scatter? History and topology are clean on the asset and all transforms are frozen before saving out the proxy. I could send one in question over if that helps find the misteake/bug.
    Last edited by k_18; 16-06-2023, 08:19 AM.

  • #2
    Have you tried checking "use local ray server"? It should help in some cases with data management.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

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    • #3
      That did it - thanks for the help, Angel!
      Last edited by k_18; 19-06-2023, 12:02 AM.

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      • #4
        Hi there

        For Cosmos assets before exporting them out to proxies we tend to merge the meshes. There are some that are not merged but we usually keep them up to 2-3 objects max per cosmos asset. As proxies they are exported into one voxel. For this reason they are quick when scattered and compiling geometry takes less time. I hope this helps some way in regards to asset preparation.

        Do your proxies contain many objects? Can you send the ones in question so we can have a look at them?
        Petya Georgieva
        Product Specialist
        V-Ray for Maya

        www.chaos.com

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        • #5
          Sure will gladly send one ove - they are a single mesh, only, anyways. Who do I send one to for testing purposes?

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          • #6
            Originally posted by petya.georgieva View Post
            Hi there

            For Cosmos assets before exporting them out to proxies we tend to merge the meshes. There are some that are not merged but we usually keep them up to 2-3 objects max per cosmos asset. As proxies they are exported into one voxel. For this reason they are quick when scattered and compiling geometry takes less time. I hope this helps some way in regards to asset preparation.

            Do your proxies contain many objects? Can you send the ones in question so we can have a look at them?
            Interesting, I think it results in some issue for us when using random per polygon shell. The randomization is not working as expected on the tree leaves compared to non scattered objects.
            Dmitry Vinnik
            Silhouette Images Inc.
            ShowReel:
            https://www.youtube.com/watch?v=qxSJlvSwAhA
            https://www.linkedin.com/in/dmitry-v...-identity-name

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            • #7
              The reason was this in the end: The grasswald assets that come into Maya had a VRay subdivision attribute on them. That, of course, causes RAM to skyrocket when you have 100k instances and more. VRayScatter did not support this feature, so it did not error out, but as Chaos Scatter does... boom. Thanks Petya for the help!
              Last edited by k_18; 20-06-2023, 01:51 AM.

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