Author Topic: Landscaping  (Read 53103 times)

2014-07-02, 12:06:50
Reply #15

Ondra

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ok, so it is slow because you run out of memory.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-02, 12:10:09
Reply #16

CiroC

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So the problem is the amount of geometry (proxies) that I have? Is that the reason why it takes so long to parsing the scene? I am using the default settings with a HDRI.

2014-07-02, 12:12:38
Reply #17

Nekrobul

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OMG try to use multi scater or at least corona proxies, i have 20-25 sec parsing in scenes with 1500+M polys.

And im also running on the 16 gigs of RAM.
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2014-07-02, 12:14:22
Reply #18

CiroC

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I am using Corona proxies and Corona scatter. :\

Correction:

I am not using the default settings. I am using Path Tracing + Path Tracing.
« Last Edit: 2014-07-02, 12:35:12 by Cyrus3v »

2014-07-02, 12:41:43
Reply #19

Nekrobul

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Obiusly problem is not in the render settings.

Are you scattering grass with patches or with single models?
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2014-07-02, 12:46:42
Reply #20

CiroC

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Obiusly problem is not in the render settings.

Are you scattering grass with patches or with single models?

Single models. But they worked fine before adding the trees. It was when I started adding trees that things start to get slower. I am testing a new scene with the same trees and I am getting 5 seconds to parsing the scene. I am merging the trees one by one.

2014-07-02, 13:00:04
Reply #21

Nekrobul

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Try to colapse each tree in to single edit poly. And disable cache in RAM function in corona proxie settings. Also it si better to use lager patches of grass instead of single models yes it is harder to control but it works out well.

I always use evermotions treees and grass in my works only with some ajustments in the textures like opacity maps wich are totaly fucked up in evermotions originals.
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2014-07-02, 13:06:01
Reply #22

CiroC

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The thing I don't like by using patches of grass it is because it creates a grass that looks like a carpet. Probably is my fault of not using the correct settings. So far I merged all the trees in the new scene and works like a charm.
I am going to try to merge the grass and then test what you suggested.

2014-07-02, 13:12:10
Reply #23

Nekrobul

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Here

I always use multiscater for grass because there u can ajust chaose u want, i mean un regulatities in grass higts and size in rotation and density.
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2014-07-02, 13:50:37
Reply #24

CiroC

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Great render Nekrobul.

I like the grass you have, but for now I can only use Corona Scatter which does a good job with individual models. Don't you think the trees from Evermotion too artificial? I have Vol 58 and the trees are rubbish because for the leafs they used planes that don't look natural (the leafs bend slightly). Besides some trees use totally wrong textures for the leafs and bark.

Can I ask you what grass models do you use?

Oh and when I disable the Cache Ram the values got a little bit better. Now I have

Scene parsing 7:35 min
Geometry 4:40 min.


2014-07-02, 14:08:51
Reply #25

Nekrobul

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2014-07-02, 14:13:44
Reply #26

CiroC

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Thanks Nekrobul. The grass really increases the parsing time. With a clean scene I managed to reduce the scene parsing to 3 minutes and the geometry to 1.5 minutes.

I hope next Corona version gives the opportunity to use masks with the scatter feature.

I am going to create some patches of grass because my scatter settings are ridiculous high :D

2014-07-02, 14:18:57
Reply #27

Nekrobul

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You're welcome, and goodluck )
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2014-07-02, 15:03:17
Reply #28

Ludvik Koutny

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7 minute  scene parsing is still unacceptable. Anything above 30 seconds should make you concerned.

2014-07-02, 15:32:46
Reply #29

CiroC

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7 minute  scene parsing is still unacceptable. Anything above 30 seconds should make you concerned.

Even with loads of geometry? I have 10 scatter elements each one with 25 blades of grass and each scatter has between 200000 and 950000. Am I pushing Corona too far?

PS: What is a scene parsing?
« Last Edit: 2014-07-02, 15:36:21 by Cyrus3v »