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Showing results for tags 'disk'.
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Juraj posted a topic in Lighting & RenderingHello, I am trying to assign a material to packed disk primitive. This was already asked here many times but still I am not sure about my current situation I have geometry with two groups, I want to assign two materials based on those groups. However geometry is quite heavy so it makes sense to load it as packed disk primitive so that viewport is fast and ifd small. This geo is part of a digital asset, digital asset contains shop network with those shaders. So I need a way to assign material using relative path. I tried it but unfortunately it doesn't seem to work. With absolute path it works as expected. I also do not want to unpack the geo inside asset, because then I would loose packed disk prim advantages. One solution would be to save it with absolute path and put shaders always inside /shop/... But if I could make relative material path assignment working, it would make my scenes cleaner as everything related to the asset is included inside the digital asset. Thanks, Juraj
Jero3d posted a topic in Lighting & RenderingI have a question that has been bugging me for some time and I couldn't find much information about it. Which is the best and most efficient way to render many polygons? Using delayed load procedurals or using packed disk primitives? Or, am I confused and are they both doing the same thing and there's no difference between the 2 workflows? As far as I know, they both create instance geometry. The documentation doesn't help much either, half of the things I read talk bout optimizing a render using delayed load procedurals, and the other half about using packed primitives. I'm wondering if packed primitives is the new workflow and using delayed load procedurals was the old way of doing it as is now obsolete? Here are the 2 workflows I'm talking about: Packed Disk Primitives Here I pack all my geometry and write it out to disk. I then load it back and change the load setting to "Packed Disk Primitives". Then I generate my IFDs and they are now referencing the geometry from disk instead of having to write them out (And the IFDs are a few KB or MB big). I then render using those IFDs. Here is what the documentation says about it: "Packed Primitives express a procedure to generate geometry at render time." "Because Packed Disk Primitives by their nature are geometry streamed from a file, similar to Alembic primitives, we don’t have to use a special procedural to get smaller IFDs." Delayed Load Procedurals Here I write out my geometry (not packed) as bgeo and then make a Delayed Load Procedural shader and select the bgeo files I just wrote to disk. I then go to the Rendering -> Geometry tab of my object and load my Procedural Shader. I then create my IFDs and then render them out. In the documentation about the delayed load procedurals, it talks about optimizing geometry this way. So I know there are these 2 ways, but are they both equally the same, or is one of them better than the other? Which workflow do you use? Also, when using the packed disk primitives, if the geometry you want to render is unique and it can't be instanced (or there's just no point in doing it), do you still pack it (so its only 1 packed prim) and save it out? Or do you use the delayed load procedurals? Do you use any other workflow? Any advice on this would be greatly appreciated! Thanks
Hi I have a problem when I am trying to render my cached crowd simulation. If I render the dopimport everything renders fine and I get a bunch of soldiers running around. Though as soon as I write my crowd sim to disk as bgeo or bgeo.gz (either using the ROP or the file node) and read them back in something strange happens. In the viewport everything still seems fine but as you can see in the image it does something strange during the render. If I cache my packed crowd sim to alembic it renders fine but it gets really slow and the file is huge compared to a bgeo sequence. So I would rather fix this problem of rendering the bgeo sequence. If I create any other packed object, it renders fine. It just seems to occur when I try to render a crowd simulation that is cached to disk. I am using H14.0.335 Does anyone know what is causing this and how to fix it? Thanks in advance!