Softimage 2012 Experiences
Re: Softimage 2012 Experiences
Uhm just to clear things out, Origin you used "instance shape" node or "Set Instance Geometry" node?
i've always used instance shape, like in this last image, i never used Set instance Geometry but if now you guys saying Set Instance Geometry uses standins, isnt probably better to use this one?
i've always used instance shape, like in this last image, i never used Set instance Geometry but if now you guys saying Set Instance Geometry uses standins, isnt probably better to use this one?
Re: Softimage 2012 Experiences
so... how many blades of grass DID you model?
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Re: Softimage 2012 Experiences
well you can try and see... that will be interesting. A 'plain' Instance Shape, I'd believe it's the same way as with old XSI particles, or instanced models. Even with machines from times of XSI 4-5, it was possible to render some impressive polygon counts (you know that, only raytracing, large BSP, so on).Maximus wrote: i've always used instance shape, like in this last image, i never used Set instance Geometry but if now you guys saying Set Instance Geometry uses standins, isnt probably better to use this one?
But anti-aliasing in animation with so many overlapping tiny objects, this was another story...
Re: Softimage 2012 Experiences
I've used instance shape, but just tested set instance geo and memory usage was similiar.
set instance geo sets shapeinstancetime variable on particles and this forces usage of assemblies (standins)
just for a proof, turn on render debugging
this is log for Set instance geo:
// INFO : DBN 0.6 progr: loading assembly "@AssemblyCache/Frame0/grassPatch[o][a]"
// INFO : MI 0.6 progr: parsing assembly file C:\Users\leon\AppData\Local\Temp\XSI_Temp_340\grassPatch#o@0.mia
...
this is for instance shape:
// INFO : API 0.2 debug: begin instgroup groundGrassEmiter/Polygon Mesh
set instance geo sets shapeinstancetime variable on particles and this forces usage of assemblies (standins)
just for a proof, turn on render debugging
this is log for Set instance geo:
// INFO : DBN 0.6 progr: loading assembly "@AssemblyCache/Frame0/grassPatch[o][a]"
// INFO : MI 0.6 progr: parsing assembly file C:\Users\leon\AppData\Local\Temp\XSI_Temp_340\grassPatch#o@0.mia
...
this is for instance shape:
// INFO : API 0.2 debug: begin instgroup groundGrassEmiter/Polygon Mesh
Re: Softimage 2012 Experiences
this should be no problem with unified sampling (i hope so...DMC in vray is excellent for noflicker rendering of thin objects/tiny bevels on mesh etc)Mathaeus wrote: But anti-aliasing in animation with so many overlapping tiny objects, this was another story...
[/quote][/quote]Tekano wrote: so... how many blades of grass DID you model?
just this patch, it was 5 minutes job, as you can see its pretty rough. If you want your arch vis to look great, you would probably need to spend few days building your library of grass patches that are more detailed than this.
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Re: Softimage 2012 Experiences
uhm, there is something i dont get:)
on my scene i used 150.000 strands, and 3000 instanced objects, i have a q6600 and 8gb ram, and took 20 mins render, ram usage was like 900mb/1gb.
i used abScatter and the value of the scatter as i said was 3000.
You saying that you had a value of 3.800.000.000 instances?? with only 2gb usage?
also with abScatter sometimes i get overlapping geometry that in a long run makes a lot more useless geometry, how did you manage to do a so perfect grass field, regarding scattering? the patches seem to be really evenly spaced, how is your tree setup?
on my scene i used 150.000 strands, and 3000 instanced objects, i have a q6600 and 8gb ram, and took 20 mins render, ram usage was like 900mb/1gb.
i used abScatter and the value of the scatter as i said was 3000.
You saying that you had a value of 3.800.000.000 instances?? with only 2gb usage?
also with abScatter sometimes i get overlapping geometry that in a long run makes a lot more useless geometry, how did you manage to do a so perfect grass field, regarding scattering? the patches seem to be really evenly spaced, how is your tree setup?
Re: Softimage 2012 Experiences
300 000 instances (points in pointcloud) x 12 000 polys (grass patch) = 3 600 000 000 polys when rendering ;) and about 2gb ram used
Just noticed that great thing is with assemblies (set instance geo) is that if your instanced mesh is animated, and you randomize instance frame start (so you basically have 300 000 diffrent objects in your scene) memory impact is very low.
Just noticed that great thing is with assemblies (set instance geo) is that if your instanced mesh is animated, and you randomize instance frame start (so you basically have 300 000 diffrent objects in your scene) memory impact is very low.
Re: Softimage 2012 Experiences
afaik DMC in VRay isn't only a way for choosing how many rays per pixel are traced. Some another feature is a distribution, DMC traces 'around' the pixel too - something like that.origin wrote:this should be no problem with unified sampling (i hope so...DMC in vray is excellent for noflicker rendering of thin objects/tiny bevels on mesh etc)Mathaeus wrote: But anti-aliasing in animation with so many overlapping tiny objects, this was another story...
Somehow, I don't believe MR has some better feature than VRay, sounds impossible , at least in a last four-five years....
Re: Softimage 2012 Experiences
meh i cant do that amount..my pc dies.
my mesh has 30k triangles, and i tried 30.000 instances and my pc started calculating, after 10 minutes was still hanging calculating..
i gave up and killed the .exe process :/
my mesh has 30k triangles, and i tried 30.000 instances and my pc started calculating, after 10 minutes was still hanging calculating..
i gave up and killed the .exe process :/
Re: Softimage 2012 Experiences
You're on 2012? heres a scene:
its using 2,5 gb of ram with 3,6 bln polys and 6,6 gb of ram with 12 bln polys
http://dl.dropbox.com/u/8079325/grass3.rar
its using 2,5 gb of ram with 3,6 bln polys and 6,6 gb of ram with 12 bln polys
http://dl.dropbox.com/u/8079325/grass3.rar
Re: Softimage 2012 Experiences
unified does a great job on thin details. tryed it yesterday with motion blur and even with min1/max4 and treshold 0.002 the normal aa could not deliver the same quality and detail level that unified could render. rendertime with inified is about 30% longer, but you have a clean image with all the details (i stoped to go higher with normal aa, because you would end up with really high settings ;) ).origin wrote:this should be no problem with unified sampling (i hope so...DMC in vray is excellent for noflicker rendering of thin objects/tiny bevels on mesh etc)Mathaeus wrote: But anti-aliasing in animation with so many overlapping tiny objects, this was another story...
Re: Softimage 2012 Experiences
Have you by any chance your primary rays set to scanline ? set it to raytrace.Maximus wrote:meh i cant do that amount..my pc dies.
my mesh has 30k triangles, and i tried 30.000 instances and my pc started calculating, after 10 minutes was still hanging calculating..
i gave up and killed the .exe process :/
How do instances your mesh ? Throught ICE?
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Re: Softimage 2012 Experiences
In a follow-up on the Area luceric mentions the following about the time it will takeluceric wrote:We're investigating this rendering startup delay
before there will be a service pack/solution to this problem:
(Quoted from here),worse case one month. The team is really waiting for more feedback on the product before sending a service pack.
they still haven't fixed the Permlink @ the Area, but it's the tenth post in that thread)
;)
Stay safe, sane & healthy!
Re: Softimage 2012 Experiences
hm testing 2012 some more, i'm getting crashes quite always after i install some addon and then execute some drawing into viewport,
for example i've just installed an addon, went to create -> curve-> draw linear and as soon as i hit the first point on the viewport, xsi crashes.
i've found this behaviour happening quite a lot with 2012 after i install some addon, the win7 crash module report say this:
Problem Event Name: APPCRASH
Fault Module Name: viewinteraction.dll
sometimes is listed "ntdll.dll" instead
it is apparently something related to view interaction..anyone happened to have this behaviour?
for example i've just installed an addon, went to create -> curve-> draw linear and as soon as i hit the first point on the viewport, xsi crashes.
i've found this behaviour happening quite a lot with 2012 after i install some addon, the win7 crash module report say this:
Problem Event Name: APPCRASH
Fault Module Name: viewinteraction.dll
sometimes is listed "ntdll.dll" instead
it is apparently something related to view interaction..anyone happened to have this behaviour?
Re: Softimage 2012 Experiences
hi, i was rendering some scenes today with Soft 2012, i've noticed that the Final Gather phase doesnt use all cores..
Can someone confirm this? i have a q6600 and its not using all my cores, the CPU usage is at 65/75% during FG.
I've increased FG quality a lot to keep it calculating so i can monitor the CPU usage, and no matter what, it never used all cpus.
The scene was started and built in 2012, its not something i've imported from previous versions..
can someone run some quick test please? just to see if its just me..
thanks, Max
Can someone confirm this? i have a q6600 and its not using all my cores, the CPU usage is at 65/75% during FG.
I've increased FG quality a lot to keep it calculating so i can monitor the CPU usage, and no matter what, it never used all cpus.
The scene was started and built in 2012, its not something i've imported from previous versions..
can someone run some quick test please? just to see if its just me..
thanks, Max
Re: Softimage 2012 Experiences
No problem here with a 2011.5 scene, i'll try with a 2012 scene.Maximus wrote:hi, i was rendering some scenes today with Soft 2012, i've noticed that the Final Gather phase doesnt use all cores..
Can someone confirm this? i have a q6600 and its not using all my cores, the CPU usage is at 65/75% during FG.
I've increased FG quality a lot to keep it calculating so i can monitor the CPU usage, and no matter what, it never used all cpus.
The scene was started and built in 2012, its not something i've imported from previous versions..
can someone run some quick test please? just to see if its just me..
thanks, Max
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