Chaos Scatter > [Scatter] I need help!

instance objects to corona scatter ...

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guest_guest:
is any way to convert instance objects to corona scatter??

FrostKiwi:

--- Quote from: guest_guest on 2016-04-13, 23:24:07 ---is any way to convert instance objects to corona scatter??

--- End quote ---
The question is unclearly phrased.
Corons scatter scatters objects, any object scattered is automatically instanced, it requires no further user interaction.
You can scatter any Geo, there is no need for conversion of any sort.

It's best to scatter things of incredibly large amounts in patches, like grass for instance, but the memory diffidence is small.
 1000000 grassblades are mathematically best distributed in 1000 instanced patches รข 1000 grassblades, but again the gain is minimal and the actual user should not concern himself with such details.

If that didnt cover it. try to rephrase.

guest_guest:
i feel that 1.4 daily builds has problem with instances or scatter plugins like Multiscatter ... bad ram management in massive instancing ... or corona proxy bug??

FrostKiwi:

--- Quote from: guest_guest on 2016-04-14, 00:03:09 ---i feel that 1.4 daily builds has problem with instances or scatter plugins like Multiscatter ... bad ram management in massive instancing ... or corona proxy bug??

--- End quote ---
Proxies simply offload the geometry until render time, they don't save memory aside from what the viewport eats. This is not what proxies are meant for, they don't change instance behaviour.
Afaik geo management has not been touched since 1.0.
Scatter plugins don't change the behaviour of the Engine's memory management. They simply distribute and create fast previews.
It is completely possible that dailies screw stuff up, they are not created for stable operation, but for quick iteration and feedback in "exchange" for state of the art functions.

If you believe to have found an issue, make it reproducible.
Create a teapot test scene with millions of tea pots and make bad memory behaviour vs 1.3 reproducible. Then submit a ticket over at corona-renderer.com/bugs
This is the prime way of getting devs onto something.

Right now I don't think there are any memory degradation vs 1.3 reports. (Since that code propably wasn't touched) As such it suggests, that your setup us wrong.
But if you can reproduce something as severe as worsened memory management, devs will immediately will jump on it. No doubt about that.

guest_guest:

--- Quote from: SairesArt on 2016-04-14, 00:55:56 ---that your setup us wrong.

--- End quote ---

Render setup or scene setup??

My scene is nothing else ... simple HDR + dozens of corona proxies that scattered by multiscatter plugin + water surface with displacement and Anima plugin characters + usually shading setup (no nested setup) ...
Render setup is default ... just changed the pass limit ...

I came across a curious case when render an specific view ...

render time in 1st try is about 8 min.
rendertime in 2nd try is about 1 h. [same view - not changed / max is still open / current session]
rendertime in 3rd try is about 5 h. [same view - not changed / max is still open / current session]
rendertime in 4th try is about => HAAAAANG !!! [same view - not changed / max is still open / current session]

on restart max and try again , take different time !?!

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