Fredrik Posted October 28, 2010 Share Posted October 28, 2010 Hi All, I am trying to figure out the best way to go about rendering a big oak tree with 150'000 leaves! I need to be able to procedurally 'rustle' them and have photo realistic shading and lighting, all while keeping memory usage on a realistic level. I just did a quick test using a particle system, a simple flat poly quad and the 'Instance' node to stick the poly onto the particles. I added one directional light source and used the default 'leaf' material. This worked, just about, but my 12GB machine started swapping and the rendering was very slow, and that is before doing any shadows or motion blur. Has anyone got any pointers for how to approach a problem like this? Any thoughts greatly appreciated! cheers fred Quote Link to comment Share on other sites More sharing options...
CeeGee Posted October 28, 2010 Share Posted October 28, 2010 (edited) Hi Fredrik I think that Mantra can render alot of istance geometry, i am doing some RnD for myself, personal project. And render forest, with lot of geometry and trees render with PBR, one HDR and one dircet light some images: This last image if you calculate all trees and how much geometry they have its around 1250mil polygons http://img801.imageshack.us/img801/6285/treesistancesyspreview.jpg This is image of my delayed load idea, evey box that you see is bounding box of tree that he represent, then you can know wich tree is where. And on render evevry box is switch with highres tree. For now its only random scale and rotation Edited October 28, 2010 by CeeGee Quote Link to comment Share on other sites More sharing options...
Fredrik Posted October 28, 2010 Author Share Posted October 28, 2010 (edited) Hi CeeGee, brilliant renders!! Yes indeed it looks like it can handle lots of geo. So how did you do that? Why do I run into memory problems straight away? Has it got something to do with that plant_geo_shader node? Or is there some render settings that I am missing? cheers fred Edited October 28, 2010 by Fredrik Quote Link to comment Share on other sites More sharing options...
CeeGee Posted October 28, 2010 Share Posted October 28, 2010 Nothing much everything is simple, plang_geo_shader_node - is SHOP network with delayed load shader for every tree, And mantra PBR is default settings just pixel 5*5. Quote Link to comment Share on other sites More sharing options...
Fredrik Posted October 29, 2010 Author Share Posted October 29, 2010 (edited) Hi again, I got a bit further with figuring out how the render time instancing could work. (see attached pic's) But now I am getting a weird effect where the render will stop after just a few 'tiles' have rendered in the center of the image. (see pic) It suggests to me a bounding box thing but my delayed load procedural is set to 'No Bounding Box Required'. Does anyone recognize this problem? [edit] I just noticed that this problem disappears as I switch render mode to 'ray trace'. So it must be some 'Micropolygon Rendering' setting that is not right. cheers fred Edited October 29, 2010 by Fredrik Quote Link to comment Share on other sites More sharing options...
pbowmar Posted October 29, 2010 Share Posted October 29, 2010 Ceegee: I'd be interested in memory usage and render times on those tree images! Quote Link to comment Share on other sites More sharing options...
CeeGee Posted October 29, 2010 Share Posted October 29, 2010 (edited) Hi pbowmar Without rendering again 01 and 03 image was under 10min. 02 i think was around 12-13min 04 was 40 000 istance trees : 5min for istancing 6min for start render (Python, stuff..., mplay start) 13min for reneder Everything was 1280*720 on I7 950 3.05ghz with 12 GB ram But i can start few test again for better time? Edited October 29, 2010 by CeeGee Quote Link to comment Share on other sites More sharing options...
nutcracker Posted October 29, 2010 Share Posted October 29, 2010 I think you'll find that if you try to render each lef as an instance, your ifd gen will become a much bigger overhead than just loading all the leaves as one or more objects. Quote Link to comment Share on other sites More sharing options...
ykcosmo Posted November 1, 2010 Share Posted November 1, 2010 12G ram.............. >.< seems I can't do such test at home with 8G ram on my imac.... |O| Quote Link to comment Share on other sites More sharing options...
CeeGee Posted November 1, 2010 Share Posted November 1, 2010 ykcosmo i didnt use 12GB for render maybe on last 40000 istance tree it use 9GB, everything is much more Quote Link to comment Share on other sites More sharing options...
sanostol Posted November 4, 2010 Share Posted November 4, 2010 instancing isn't very memory intensive, if just the ifd generation would be faster, this really hurts sometimes. by the way I had the impression that compiling any shaders assigned to the instances speeds up the ifd generation and reduces the memory impact, but I have to do more tests on this. in my case the trees were static and it would have been very cool to link in a ifd into the final ifd. just like You can do with rib files ykcosmo i didnt use 12GB for render maybe on last 40000 istance tree it use 9GB, everything is much more Quote Link to comment Share on other sites More sharing options...
pclaes Posted November 4, 2010 Share Posted November 4, 2010 ceegee: some very nice looking vegetation there! here you can find some more info in regards to instancing with VRAYprocedural: http://www.peterclaes.be/blog/?p=151 in older posts it shows a setup with instancing delayed loads. Quote Link to comment Share on other sites More sharing options...
CeeGee Posted November 4, 2010 Share Posted November 4, 2010 Pcleas thanks... Yes i am wathcing your bloog, maybe i will try to use your VRAY Procedurals with this trees for some persnal RnD. Need alot of vegetations, Quote Link to comment Share on other sites More sharing options...
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