(this was also posted on odforce)
I am trying to figure out the best way to go about rendering a big oak tree with 150'000 leaves!

I need to be able to procedurally ‘rustle’ them and have photo realistic shading and lighting, all while keeping memory usage on a realistic level.
I just did a quick test using a particle system, a simple flat poly quad and the ‘Instance’ node to stick the poly onto the particles.
I added one directional light source and used the default ‘leaf’ material.
This worked, just about, but my 12GB machine started swapping and the rendering was very slow, and that is before doing any shadows or motion blur.
Has anyone got any pointers for how to approach a problem like this?
Any thoughts greatly appreciated!
cheers
fred