Hi
are there any good tutorials or ideas how to scatter lots of clouds in the sky without overloading GPU memory (we use octane). I think max does not support instance grid and itoo forest cannot scatter this kind of stuff. So I am not sure how to scatter vdb clouds for miles like E-ON Ozone cloud software does procedurally. (picture attached)
Anyway to get infinite clouds feature like infinite ocean you have in the future. Thanks
Technically the blocker is on our side for this:
- For CPU, no matter if you clone or instance a simulator, if both have the same cache loaded, the cache will be shared and won’t take extra RAM.
- However, on GPU the renderer needs to copy the data from RAM to the video memory.
- Right now only Maya Phoenix simulators can be instanced for rendering, we still haven’t implemented render instancing for Max.
- This is why I presume that Octane can’t know if two (or more) copied Phoenix simulators share the same cache or not, so most likely they will copy the data several times.
- The solution to this should be us implementing instancing for Max - this is near the top of the TODO list, but we still can’t get there… hopefully soon…