Re: One shader, many clusters (trying to reference Texture maps from clusters)

Date : Tue, 23 May 2006 18:23:07 -0700
To : XSI(at)Softimage.COM
From : "Bernard Lebel" <3dbernard(at)gmail.com>
Subject : Re: One shader, many clusters (trying to reference Texture maps from clusters)
I got surprisingly good results with particle instances. I rendered,
in XSI 4.2, 12 characters of 5,200-7,400 polygons,
particle-instantiated for a total amount of 900 particles (I'll let
you do that math). It rendered extremely fast and reliably.

The only "challenges" consisted of randomizing the crowd placement.

All that was needed to do was to actually make the characters (3 base
characters, derived to 9 additional ones via textures), 3 base
emotions for these 3 characters (which were then reused and offsetted
onto the 9 other ones), and something like 4 scripts to make the
process even smoother.


Also, I recently started to turn model instances (dressing elements) into particle instances in scenes where we have thousands of them. While I gave up the flexibility of being able to transform or hide single instances, I can now actually draw a render region without crashing, scenes take 30 seconds to save instead of 10 minutes, and viewport nagivation is almost back in the realm of "pleasant". Anyhow I keep nulls of each instance's SRT, so re-creating model instances and particles is possible at all time.


In short, I'm not totally sold to particle instances for these types of work.


Cheers Bernard



On 5/23/06, Andy Jones <andy(at)thefront.com> wrote:
Since I've often struggled to get XSI to render more than about 10
assets at a time, I think maybe the key is to base all assets around
some sort of club bot primitive.

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