HOW do you CACHE PROCEDURAL WATER to optimize LOPS?

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- HOW do you CACHE PROCEDURAL WATER to optimize LOPS?

I can only render in spurts of 200 frames before I run out of memory. So I have been caching in bursts of 200 frames, which takes about two and a half hours.

It is already cached on the SOPS level, but I read that if your LOPs animation has a clock streaming down your node tree, it means that it's unoptimized.

I conducted a test and cached 200 frames of a procedural ocean. But neither the memory issue nor the render time seems to be any better. Sometimes it simply stops rendering, which correlates with the memory maxing out.

- HOW do you CACHE PROCEDURAL WATER for LOPS?


QUESTION=> How do I optimize a scene with animated parts in LOPS? especially something as memory taxing as water simulations?

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Attachments:
test_render.mp4 (2.4 MB)
frame_cache_setup.png (513.5 KB)
node_tree.png (1.7 MB)

Chris Keegan
3D Artist
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