Re: One big texture on many small instances?

Date : Thu, 02 Aug 2007 14:37:11 -0400
To : XSI(at)Softimage.COM
From : Francois Lord <francoislord(at)gmail.com>
Subject : Re: One big texture on many small instances?

It is my understanding that render-wise, instances won't save you anything as well.
You mean over geometry?
That's not true. A simple test with 1000 spheres with 50 subdivisions in u and v shows the advantage of instances.
Duplicated geometry:
' INFO : RC 0.3 info : wallclock 0:00:26.68 for rendering
' INFO : RC 0.3 info : allocated 288 MB, max resident 289 MB


Instances:
' INFO : RC   0.3  info : wallclock  0:00:04.34 for rendering
' INFO : RC   0.3  info : allocated 144 MB, max resident 289 MB

It is my understanding that particle instances use a geometry shader. I would love to see such a shader available on a normal Geometry Shader Primitive in XSI. Having to use the current particles system to duplicate objects is a pain each time.



Bernard Lebel wrote:
Any particular reason why you're using instances? The only situation
where I think instances are useful is for static, unchanging objects.
Even then, I now resort more on particle instances than instances.
They take long to save, and they have to be populated when you open
the scene.

It is my understanding that render-wise, instances won't save you
anything as well. Real geometry would allow you to do what you want.


Bernard




On 8/2/07, Antonin Messier-Turcotte <amessier(at)flystudio.com> wrote:
Thanks for the reply... I'm not sure if it would work in my case though.
Seems like the switcher has only 16 inputs, where I've got about 500
instances. Plus, my texture doesn't repeat, it's one big texture
covering the entire instance formation. So I don't think it would work,
or maybe I'm misunderstanding your idea...?

What's weird is that all shaders (for example phong or lambert, or
reflection or even dirtmap) will be evaluated for each instance, while
texture maps are only evaluated for the master model. Why is that?

Antonin

Sam Cuttriss wrote:
probably not instances,
but i imagine with the ba colourswitcher shader set to random you
ought to be able to offest the image uv remap parameters.

just make your uvs the size of one repeat (on your image) then offset
by integers and you should be able to do it cleanly.

there may be a cleaner way?
_sam

*Sam Cuttriss
* Janimation 3D Aficionado


Antonin Messier-Turcotte wrote:
Hi,

Let's say I've got a big object made up of little cubes. Is there any
way the cubes can be instances, yet they would grab a different part
of a big texture that is projected on the whole big object? I can't
seem to find a way to do this, even if the texture support is outside
the model that was instanced. Shouldn't it be possible?

Thanks!

Antonin

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