Jump to content

Optimizing/Render RBD point objects


Recommended Posts

Hi, i am having some problems managing data/sims/cache to render my RBD instance objects.

Would like to ask what is the usual workflow and if im doing anything wrong

My current scene workflow

- defining a source to emit particles using a popnet

- then using rbd point object to bring in the particles (cached bgeo)

- also in geo path i am overriding point value with a a range of SOP geo using `$OBJID%5+1`

- i have animated obj interacting with rbd point object

- cached this out as .sim with compression

Here is where the issues start to arise,

- reading the .sim files is taking a hit on my system and getting slow in playing back the cache to see result

- avg cached file size is about 70mb using compression

Questions,

- what is recommended to render these rbd point objects?

- where can i import these objects and assign my shader?

- if my shader has displacement does it treat each geo as unique?

- if i need the rbdpoint objects to interact with pyro how do i manage this data since reading them is already taking a long time?

Thanks in advance for any advice

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...