Instancing in indigo
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Vue 6 has instancing too.
okay...too slow you just mentioned it.
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ah, good to know, that there are biased renderers that support instancing as well. I just have to find the time to learn them
but please, post your tests here as well! I want to see loads and loads of instances
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I use Vue quite a lot these days for site overview renders, however I have not yet had the need for instancing, but that is about to change as I need to do an animation of a fly over in the near future that involves a very wooded area and I will need to familiarize myself with this feature soon. as soon As I figure it all out I will post an example and maybe a few screen grabs as to how it works.
If anyone out there is familiar with it and can assist my learning curve I would appreciate that ... Chipp I am looking at you. -
Does anyone know which one of the other instancing renderer is fasster? Has anyone test the them before?
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Dang, Pete... You're smoking hot...
But that terraine would be impossible to orbit in SU...
I know zip about Vue, but how is your workflow..?? Do you import models from SU to Vue and take it from there, or...?!?@Adam - can't see the video... Guess YouTube needs to get it through their verification system or something, so I will check it later...
This is obviously a new plug-in/script you're working on - or.??
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Realtime instancing is the only way to go..
And a very short vid too is here
(Should just say that on my old laptop it runs at silky smooth 30Hz comfortably - its the vid capture/youtube compression that drops the framerate)
Adam
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Frederik,
I can model a component in SU and import straight into Vue6 xstream (it imports .skp) or I can use the tree/plant maker within the app, or use xfrog, onyx or tree generator trees and instance them. I can either duplicate, spread and smart drop them or I can paint them onto a terrain with the airbrush tool.
I can choose the scaling, assorted sizing, rotating and twisting too. I have collision control if I need it or allow overlapping, I have the fascillity to decrease the quality with distance leaving only the ones in the foreground in full detail.Pretty cool.
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@solo said:
20 000 trees, 208 million polygons, render time 7m24s
this is really impressive solo! in that short time!
I should definitely have a look at vue!
more please!!!
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Amazing!
With best regards
PRSS -
@plot-paris said:
thanks for the idea, Whaat. I messed arround with tree proxies and was soon at 10 000 instances. took an awfully long time to export
I pushed the use of proxies a bit further and wanted to find out, if nested proxies are possible (proxies within proxies)
well, obviously they are - what a wonderful tool! so you can create immensly detailed and complicated models and still be able to work fluently in SU? Great!
I then created some simple buildings (based on the same component), assembled these to building blocks and created a nice city area.
unfortunately my pc (Core2Duo @ 3.0 Ghz, 2 Gb Ram) can't cope with it anymore.indigo, as well as the skindigo exporter seem to break down, if it gets too complicated (I wouldn't have expected differently).
now I would very much like to know, if the possible complexity depends on the power of the machine or on indigo itself.
I did a short test of a reduced city model (1/20 of it's original size). still took a long time to export...it would be great if one of you guys with the incredibly powerful monster computers (like Coen) had a try. thus we knew, if it solely depends on the machine - and I have to save a lot of money to buy a new one
here is the file (the whole city with 1920 buildings is only 200 kb):
[attachment=0:1mn8qr50]<!-- ia0 -->city.skp<!-- ia0 -->[/attachment:1mn8qr50]thanks,
Jakob
this is exceptional, any chance you could do a quick tut on this, inc. how you get it to instance in indigo, as i'm having mega trouble doing it, and also with finding out how to do it!
loving your work
pav
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@pav_3j said:
this is exceptional, any chance you could do a quick tut on this, inc. how you get it to instance in indigo, as i'm having mega trouble doing it, and also with finding out how to do it!
It's quite easy.
I will take the example of a tree component.Just make 2 components:
- the high poly component named e.g 'tree'
- the dummy component ( a box or a surface )named 'tree_dummy'
Copy around the dummy tree component as much as you like.
Hit render. You will see that the dummies will be rendered as full trees. -
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okay, finally gave it a go, VERY VERY impressed i must say.
used the drawhelix.rb, tube_along_a_path.rb, component_spray.rb and indigo renderer.
each one of these springs has nearly 3000 faces (sorry i didn't check the file size.) yet using all these rubys, and the instancing technique, i was able to produce the image below on my crappy work computer.
only left it to render for 10m 54s, with no settings changed (other than the spring material.)
I'm grinning from ear to ear!
Pav
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a beautyful collection of springs. somehow they really seem to tell a story.
simply extend the ground plane beyond the screen borders and leave a high-res version of the image cook for some hours and we will have a real beautyful "still life", soon to be found in the tade...
that's really an impressive example of what is possibe with the combination of several rubies...
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@plot-paris said:
a beautyful collection of springs. somehow they really seem to tell a story.
simply extend the ground plane beyond the screen borders and leave a high-res version of the image cook for some hours and we will have a real beautyful "still life", soon to be found in the tade...
that's really an impressive example of what is possibe with the combination of several rubies...
thank you plot, though really all the hard work was performed by those people who code these wonderful rubys, i just point and click.
oh just so you know, i have a high res, render (with the extended ground plane) cooking as we speak, going to let it run over night and i'll post it up tomorrow.
thanks again
pav
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@pav_3j said:
oh just so you know, i have a high res, render (with the extended ground plane) cooking as we speak, going to let it run over night and i'll post it up tomorrow.
cool - now I really have something to look forward to
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I am way behind the curve with proxies. I understand the general concept and downloaded the city model to play with. Is the replacement of the cubes with the building models an automated process or do you have to remove the cubes and then reinsert the proxy one block at a time?
Does it have to do with switching the names of components?
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