[Sidefx-houdini-list] big point scenes

Zoran Arizanovic zoran.arizanovic at gmail.com
Mon Aug 15 11:19:23 EDT 2016


thanks Neil
for fast reply


Zoran Arizanovic
LinkedIn <http://www.linkedin.com/pub/zoran-arizanovic/4/177/295>


On Mon, Aug 15, 2016 at 5:07 PM, Neil Dickson <ndickson at sidefx.com> wrote:

> 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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>>
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