Alembic very slow with lots of copies

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Hey,

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 any help.
tom.
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i haven't used a lot alembic but maybe you have to use the instancer insteat of the copysop. sadly i can't test it at the moment.

https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31079&view=next&sid=5e037bb5d320154780a99c0f98abc957 [sidefx.com]
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hey mandrake,

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.

this is my buggy alembic test file:
https://db.tt/V6qpZlY0 [db.tt]


here is my hipfile:
https://db.tt/tYHb06dB [db.tt]
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Which houdini version are you using?
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14.0.201.13
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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.

I had similar issues last week:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=37724&highlight=schiho [sidefx.com]
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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.
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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.
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Tom Freitag
here is my hipfile:
https://db.tt/tYHb06dB [db.tt]

Do you have a fish rig in Houdini that you generated the .bgeo sequence from?
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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?
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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.
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