Jump to content

Search the Community

Showing results for tags 'Optimization'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Motion Graphics
    • MoGraph Central
    • Showcase
    • Jobs
    • Resources
    • Tutorials
    • Division05
  • General
    • The Lounge
    • Site news

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 2 results

  1. Hey guys, I took some time to prepare an instructional video on Render Settings & Optimization with Octane Render for Cinema 4D + an Octane Reference Library about Kernel Settins. Here are the posts: Render Settings & Optimization with Octane Render for Cinema 4D Octane Render Reference Library - Kernel Settings Hope you find some good info in it. Best, Dobs
  2. I am currently working on a scene with a planet that has 8000 small objects orbiting it. I have attempted to set up the scene is as simple a way as possible, the planet is simply a sphere tagged as a collider with an attractor inside it, the 8,000 orbiting objects are created using a cloner with a flat plane inside it tagged as a rigid body. To get the desired pace I have slowed the project dynamics speed down to 0.2%. Everything is working BUT is agonizingly slow, almost impossible to work with in any reasonable way. I am working on a brand new macbook pro retina, 16gb ram, quad core etc everything maxed out and although this is obviously not as much of a workhorse as a mac pro, I imagine there must be some way for me to optimize my project to make it more manageable Since the project operates at only 0.2% speed, a ton of calculations must be done just to get it do the point I am interested in showing, ie. all of the flat planes must collide with the planet violently, bounce off, then come back to the attractor which at 0.2% takes a couple thousand frames, I don't have to render all those, but so far I have had to calculate the dynamics for those frames into the cache even though the part I am actually interested in making a final render of is 6000 frames deep. Am I correct that this must be done this way? Perhaps I could start the project off at 100% speed, then keyframe it to 0.2% once everything has collided and the dust has settled so to speak (the part of the motion I am interested in rendering). Right now for 7,000 frames my cache is 25 gb which seems insanely massive and unwieldy. Other than that, does anybody have ANY tips on working with collisions/dynamics on such a huge scale? Ways to optimize? Other approaches worth exploring? My end goal is simply to have a planet with thousands of these flat planes slowly dancing around it but at this point the weight of the calculations is really bogging things down. Thanks so much! Anna
×
×
  • Create New...