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Tree leaf geo instancing


Fredrik

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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

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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:

forestpbr01.jpg

forestpbr03.jpg

forestpbr04.jpg

treesistancesys40000.jpg

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 by CeeGee
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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 by Fredrik
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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

post-6132-128834270361_thumb.png

post-6132-128834271095_thumb.png

post-6132-128834271565.png

Edited by Fredrik
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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 by CeeGee
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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

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