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[Scatter] I need help! / Scatter slow-downs?
« on: 2023-09-01, 10:55:05 »
I've been pretty ambitious with my scatterings lately and now I've got myself into a bind. My scenes are getting very very very laggy and it's really affecting my workflow...
I'm just inquiring which of the following might be causing massive slow downs (mostly in scene parsing before rendering, and during IR).
- Scatter with texture maps applied for the density (specifically a black/white noise map)?
- Scatters with includes/exclude splines. Does this slow things down a lot?
- Would calculation theoretically be slower if the curve has more vertexes?
- Would calculation theoretically be faster if I use only 1 curve object with multiple splines rather than multiple curve objects?
- Scatters with edge trimming? Does this cause a noticeable slow down?
- Seeing as the edge trimming requires proxy objects preview to be set to 'full mesh' mode, does this also slow things down? (separate to the scatter preview mode, of course).
Or is it just a result of me using all these on 10-20 scatter items in my scene? Too ambitious?
Any insight much appreciated!
I'm just inquiring which of the following might be causing massive slow downs (mostly in scene parsing before rendering, and during IR).
- Scatter with texture maps applied for the density (specifically a black/white noise map)?
- Scatters with includes/exclude splines. Does this slow things down a lot?
- Would calculation theoretically be slower if the curve has more vertexes?
- Would calculation theoretically be faster if I use only 1 curve object with multiple splines rather than multiple curve objects?
- Scatters with edge trimming? Does this cause a noticeable slow down?
- Seeing as the edge trimming requires proxy objects preview to be set to 'full mesh' mode, does this also slow things down? (separate to the scatter preview mode, of course).
Or is it just a result of me using all these on 10-20 scatter items in my scene? Too ambitious?
Any insight much appreciated!