Guessing how instancing is gona work
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Hi Guys
What are peoples thoughts on how instancing is going to work in the new Vray4SU. I can see how its going to work with the future release of Thea render. By having a studio to save textured components ready to be used as an instance in SU. So I really wonder how Chaosgroup USA are going to get around this without using an external studio.
I realize this is a pointless exercise, but anything to pass the time before the next release.
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I've been very curious about this myself, but I've been hesitant to ask. I'm just waiting for the beta to find out, but who know when that will actually be. My hope is that it's done like in Maya where you can save out a vrmesh file - a piece of vray data, so it stays outside of SU. I've been trying shaderlight for some landscaping renders since they have instancing, but the problem I find is that it's all within sketchup so the file size gets unwieldy very quickly. All the geometry for the proxies is kept in the SU file. It's such a pain saving 100+ MB files in this restrictive 32bit environment.
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@andybot said:
I've been trying shaderlight for some landscaping renders since they have instancing, but the problem I find is that it's all within sketchup so the file size gets unwieldy very quickly. All the geometry for the proxies is kept in the SU file. It's such a pain saving 100+ MB files in this restrictive 32bit environment.
This is what Im worried about. If this is the case, we can kiss the idea of xfog and evermotion vegetation goodbye.
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The point of instancing is to not have all of that load on your file. I would have to think that because it's VRay, then they will implement some version of the VRMesh. I hope.
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the VRMesh format will be supported. Still trying to speed up some stuff for RT before moving on to Proxies. I've managed to get scene parsing time down considerably (in many cases), but it's still not as fast as we would like it to be for RT updates. Then once we have regular geometry, groups, and components whizzing about, Proxies will be icing on the cake, and allow Sketchup to have some heavy geometry such as xfrog and evermotion assets.
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@dkendig said:
the VRMesh format will be supported. Still trying to speed up some stuff for RT before moving on to Proxies. I've managed to get scene parsing time down considerably (in many cases), but it's still not as fast as we would like it to be for RT updates. Then once we have regular geometry, groups, and components whizzing about, Proxies will be icing on the cake, and allow Sketchup to have some heavy geometry such as xfrog and evermotion assets.
Now that is really good news! I've been building up my proxy library in vray for Blender, so if I can reference those for vfsu, I will just be on cloud nine
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I don't know anything about V-Ray for Blender, but if they're VRMesh files, then yes, they will be compatible as far as I know.
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@dkendig said:
I've managed to get scene parsing time down considerably (in many cases)
Thanks for addressing problem nΒ°1 for Vray 4 SU!!
Any possible time frame for the release??
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were i can find some video/demo of the proxy thing (maybe related to vray 4 rhino)?
and how does it behave with rt engine?
as far as i understood, the proxy is an heavy poly mesh linked to a low poly object in the sketchup viewport, is that right?
for example (if i figured well the wole thing) i can place 2d billboard trees in an exterior scene in SU and link to the billboard component a hi poly tree model.. now in the rt preview what will be shown, the billboard version or the hig poly one?
sorry for my bad english, i hope the question is understandable -
@panixia said:
were i can find some video/demo
Their YouTube channel is a good start: http://www.youtube.com/user/ChaosGroupTV
Proxy: http://www.youtube.com/watch?v=L6stb8VupH0
RT: http://www.youtube.com/watch?v=TEGUDMyB_UI -
thank you thomthom very nice videos, but they didn't fully answer my question, the point is: will instancing work WITHIN the rt engine? or they will be available only for the final render? (as shown in the video above)
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@panixia said:
thank you thomthom very nice videos, but they didn't fully answer my question, the point is: will instancing work WITHIN the rt engine? or they will be available only for the final render? (as shown in the video above)
Yes, RT loads the same model info that the regular render loads, including proxies. At least that's the way it works in the other versions of vray, so it should be thus for vfsu 2
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@thomthom said:
@panixia said:
were i can find some video/demo
Their YouTube channel is a good start: http://www.youtube.com/user/ChaosGroupTV
Proxy: http://www.youtube.com/watch?v=L6stb8VupH0
RT: http://www.youtube.com/watch?v=TEGUDMyB_UIThanks for the video links thomthom. Good idea about looking to the vray for rhino to get a sense of what's coming for vfsu - since they will share the same plugin core.
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Hoping the development get synced after this VfSU update.
I'm very excited about the DR fix, Proxies and the massive speed improvements!
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@panixia said:
@andybot said:
@panixia said:
it should be
it would be perfect.
so i can add zillions of trees and see them real time.. nicehaha! If only it were that simple... RT generally works instantly on the lighting/ camera position/ material definitions. The mesh has to be exported again if you make geometry changes to objects in the scene - so for a heavy scene, you have to wait for the geometry to export again. I'm not sure if it will be done manually or automatically, but either way, it's not exactly going to be instantaneous magic. However, I think a CUDA card will be on my xmas list.
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@unknownuser said:
However, I think a CUDA card will be on my xmas list.
From my experimenting with Cuda cards used for beta testing the new Thea engine I can suggest a card like the Nvidia GTX 66o TI 3gb, fast, value for money, silent, low power footprint and enough needed ram and Cuda cores for demanding jobs.
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@andybot said:
RT generally works instantly on the lighting/ camera position/ material definitions. The mesh has to be exported again if you make geometry changes to objects in the scene ..... However, I think a CUDA card will be on my xmas list.
have a quick look to the whole scene and lighting is still "magic", considering i spend the most time in setting to properly place the camera, adjust sun/lights etc..
and i just got a cuda card so.. can't wait!
but, if one can't see the proxy group in the viewport or move it in rt preview, how the placement/snapping of this object will be fine-tuned? -
our flavor of RT doesn't support the GPU yet. Heads up guys.
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Does the RT use only local CPUs? Or can you utilize a renderfarm?
glares over at the two dusty hexa-cores in the corner
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