zysnow Posted August 24, 2021 Share Posted August 24, 2021 I have a problem when rendering over 10 million instances, the instance is just a simple beveled cube, the instancing points have varying Cd and pscale attributes, while the pscale can be inherited directly, I have to use a material sop with overrides use local variables turned on and parameter set to basecolor with value @Cd.r, @Cd.g, @Cd.b, in order to use the point color as instance color. My 64G memory gets eaten up after a long preparation time, and houdini stops working. What is the problem? Quote Link to comment Share on other sites More sharing options...
paranoidx Posted August 26, 2021 Share Posted August 26, 2021 I got a scene similar and keep crashing, got 128Gb Ram here (Windows machine). Would love to follow the topic Quote Link to comment Share on other sites More sharing options...
Atom Posted August 26, 2021 Share Posted August 26, 2021 Hmm, weird. Here is a mantra scene where I am rendering with 10 million pig heads on a 32Gb system. I'm only consuming 8.6 gig of system memory, and no crash. One thing I highly recommend is pressing the D-KEY and lowering the viewport instance number from 100% to 0.1% on the Geometry tab. I also set the Stand In geometry to Display OFF. There really isn't much of a reason to leave a 10 million particle display on, unless you are planning a camera move and need to navigate through them? Maybe the graphics card is being overloaded and is leaking/consuming memory? ap_instance_ten_million.hiplc Quote Link to comment Share on other sites More sharing options...
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