[Sidefx-houdini-list] rendering instances
jordanhalsey at gmail.com
Fri Mar 13 13:51:13 EDT 2015
Look into packed primitives, if they are just boxes, you really don't even
need to instance. The copy sop even has a pack option it it. Depending on
what you need to do, you might need to look into a more robust packing
procedure but you would have to watch some tutorials.
https://vimeo.com/102531317 - In this video he over complicates a few
things, read the comments as they will clarify some things on workflow,
especially the second part that I did not link to.
This will drastically reduce your memory over head, and I do mean drastic.
Often I write out alembics as they play well in both Houdini and Maya, and
if you learn how to use the name attribute correctly and write out alembics
with partition set to attribute and use name as the attribute ( I describe
this procedure in the second video's comments) then you will get all your
grouping correctly translated into Maya under one node, just turn on
Display Shapes in the Outliner. I would be surprised if you hit a memory
threshold with 200,000 boxes, i did a quick test with 50 million this way
on an i7 I mac wih 32 gigs of ram and it rendered in about 5 minutes. I
also rendered a forrest, same tree so packing reduces everything to that
one tree and rendered 5 billion poly's but this was on a much beefier
*maya | houdini | nuke | ae*
On Fri, Mar 13, 2015 at 10:03 AM, Srecko Micic <srecko.micic at gmail.com>
> Can not see attached file.
> So even using PBR it eats all RAM ?
> Srecko Micic
> 3D Generalist
> Skype: srecko.micic
> Email: srecko.micic at gmail.com <mailto:srecko.micic at gmail.com>
> Portfolio: http://sreckom.webworkman.com/portfolio/
> > On Mar 13, 2015, at 2:55 AM, jason lam <earthShatteringKaboom at gmail.com>
> > Hi Guys,
> > Long term lurker since version 4 and occasional dabbler in Houdini now
> > officially moving over from Maya.
> > I'm working on a scene where i have a character who is made up of tiny
> > bits, so i'm filling with a volume scatter and copying instances on it.
> > Eventually i hope to get it so that i can gradually break him all up in a
> > controlled manner.
> > So far i have a deforming mesh with some 200k points with a box instanced
> > on to each
> > and the amount of memeory is enormous and fairly unstable. and it wont
> > render (originally i had it raytraced with a transparent shader, but even
> > on a basic shader no reflections or refractions, micropolygon rendering
> > failed. Mantra just crashes. It will at least start rendering if i render
> > directly in houdini into mplay (even with PBR ) though not at any sort of
> > speed
> > i'm sure i've done something stupid but can't quite work it out
> > I"ve attached the file and would appreciate it if you have any
> > Cheers
> > Jason
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