I have a bird and fish swarm. Everything is build around a copysop. I uses packed primitiv and after the copysop I using a Alembic Rop Out. I using everything default setting. I have 20.000 Birds (1000faces per poly). In3dsmax I using the vray proxy for importing abc-file. Its very slow. No timescrubb possible (also with very low amount of copies/instance). And the other trouble is all my copies are jittering and jumping around. All the same problem in Houdini with Alembi Loader.
Have I missed some setting an alembic ropout? Its driving me crazy
thx for your tip. But to setup all to instancer will take a time because I have not big experience with it. So its not a complex setup. Only some stamping. Here is my scenefile if somebody would take a look, whats going wrong. thanks. the alembic file looks also damaged with the alembic sop loader.
Allright i looked now in to your file a bit in detail, when i am rendering an OGAWA Based Alembic File, i can scrub in maya (GPU Cache) without any problem, i don't know how Vray Alembic Proxy is reading the File but this can be the bottleneck.
For the houdini side: As Tom Freitag said, it would be much more efficient, when you are using instances Sop in Houdini, then you will not need the copy/stamp procedure, which is a slow process, rather you can go with a attribwrangle and reference to the files with the instance attribute.
thanks for taking time for look into my hipfile. I think the next i will using the instancer, because I have to deliver today
are using my last abc I sent above in maya? …really no jittering, a fluid animation? in modo, in houdini (alembix loader), vray …this seq is jittering like hell.
Jittering is present with the file you've send i didn't check if the jittering is present in the exported alembic file from my file, as i only exported 0-24 where no animation happens.
I would suggest keeping 10points in your setup, and try to fix the jittering then.
no rig. only some deformer which I brought in as bgeo seq. But I have seen the new crowdsystem based on rigged agents….but what is the advantage..is it more lightweight(saving only the bone transformation) or more controllable?
The peak memory footprint is drastically reduced because you only have 1 fish geometry. By using skinning, the memory bottleneck becomes the (sequenced) animation instead of the geometry. So you have a bunch of different clips that can then be used to deform the fish geo “just in time”. For the viewport, the deformation is performed and rendered completely on the GPU.