I'm trying to render a scene via VRay Cloud but I'm having some problems. The scene has a single flat polygon (textured with an image sequence) and replicated (via a Surface particle generator) about 70.000 times. The camera is animated but the particles are static.
When I try to export this to a vrscene file via the VRay Cloud sumbitter, I get huge files and it takes forever. I didn't let it complete, but after 20 frames it the size on disc was already almost 3gb. In my scene has about 200 frames.
Is there anything I can do to speed up the export and reduce file-size?
- In a simple test I had my scene range to be 10-20. But when exporting a .vrscene it seems like it exports frames 0-120 for some reason? If I had my range at 500-600, it seemed like 1-100 was exported, but I guess that it's not using actual frame numbers in that case?
- If I uncheck the "This Replicator is Animated" I still get a huge file. But looking at the file, it might be that the instances info is only sampled once (as expected), but the image sequence has a huge chunk of text for each frame. Is this correct? If so, can I do anything about it? I'm using an image sequence that is duplicated (as instances) about a 100 times (with different start frame) and then feed that into a Texture Switch node in order to randomize the texture for each particle.
Any ideas? Attached is a simple scene that illustrates the problem. Note that the example does not have any alphas, but the setup is still there (as I need it in my actual scene).
When I try to export this to a vrscene file via the VRay Cloud sumbitter, I get huge files and it takes forever. I didn't let it complete, but after 20 frames it the size on disc was already almost 3gb. In my scene has about 200 frames.
Is there anything I can do to speed up the export and reduce file-size?
- In a simple test I had my scene range to be 10-20. But when exporting a .vrscene it seems like it exports frames 0-120 for some reason? If I had my range at 500-600, it seemed like 1-100 was exported, but I guess that it's not using actual frame numbers in that case?
- If I uncheck the "This Replicator is Animated" I still get a huge file. But looking at the file, it might be that the instances info is only sampled once (as expected), but the image sequence has a huge chunk of text for each frame. Is this correct? If so, can I do anything about it? I'm using an image sequence that is duplicated (as instances) about a 100 times (with different start frame) and then feed that into a Texture Switch node in order to randomize the texture for each particle.
Any ideas? Attached is a simple scene that illustrates the problem. Note that the example does not have any alphas, but the setup is still there (as I need it in my actual scene).
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