[Sidefx-houdini-list] big point scenes

Neil Dickson ndickson at sidefx.com
Mon Aug 15 11:07:47 EDT 2016


Oh, right, the other caveat is that the points need to be disconnected 
from any primitives, so no particle system primitives. You can have 
primitives in the same geometry, as long as they're not using those points.

Cheers,
Neil

On 15/08/2016 10:58 AM, Neil Dickson wrote:
> Either should work, though I'd expect fewer bugs with PBR / raytrace 
> than with micropolygon.  I think it was in 15.0 that I did a big 
> optimization of rendering points, (as long as they're not 
> displacement-shaded), and renders with several million points and 
> nothing else got something like 60x faster and used 10x less memory 
> than before, so several million points rendered as spheres with 
> default settings and default material rendered in less than 10 seconds.
>
> By default, points render as spheres now, though there's a setting to 
> change it back to discs, and pscale is now interpreted as a radius by 
> default, though there's a setting to change it back to a diameter.
>
> Cheers,
> Neil
>
> On 15/08/2016 9:04 AM, Zoran Arizanovic wrote:
>> Hi
>> I was reading threads on huge particle counts and big geo scenes.
>> Also checked the docs.
>> I have abc cache with 20 mio  particles advected from pyro
>>
>> Do you still use micropolygon mantra mode with deep shadows for this 
>> or now
>> with packed geo and abc you render also with pbr or raytrace?
>>
>> I ve been out of production for couple of years before all this 
>> packing and
>> abc and am wondering what is now standard way of rendering this 
>> amount of
>> points?
>>
>> thanks
>> Zoran Arizanovic
>> LinkedIn <http://www.linkedin.com/pub/zoran-arizanovic/4/177/295>
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