Rubens Fredrick

rubensfredrick

About Me

EXPERTISE
Technical Director
INDUSTRY
Film/TV

Connect

LOCATION
Australia

Houdini Skills

Availability

Not Specified

Recent Forum Posts

How to speed up render for millions of Particles? May 20, 2010, 5:17 a.m.

Soothsayer
If it is possible and you want to, you can upload the hip file and I can see if and how I can reduce render time while maintaining the softness.

I wonder if you have any unneeded extra attributes on your points. If you do a wispy effect I guess you are using particles. A popnet will often create tons of attributes that you should delete.

The stills look nice by the way.

Ya i already made sure i remove all unnecessary attributes. Only the ones i need r there like V, alpha, Cd, Id.

Thanks dude. If the render issue is solved i can work on improving the looks even more!
My hip file only has my custom otl which reads the already written wegged bgeos and adds pscale and custom constant material and renderes. i doubt i hve rights to upload hip files here

Ya im looking in the options posted here. would let you kno soon!

How to speed up render for millions of Particles? May 20, 2010, 2:32 a.m.

im though still to look into delayed load concept. would work on that an update what i get

How to speed up render for millions of Particles? May 20, 2010, 2:29 a.m.

Wow glad to see so many replies just in a night (in india)

sanostol
I tried a 4 million point render below. It took under 2 mins to render. I varied the particle size and coupled opacity with it. DOF and motionblur to make them more realistic and render out as points with one light and a depth shadow map. Memory is the main issue.

Thats an awesome time saver dude but how u managed to do it? Also rendering as points wont give me the soft look which i get otherwise with edge fall off. I want to create wispy smoke kinda effect from particles.

Heres sumthin i attempted with 2Million particles at the expense of time and space! Tuk me 3 hours to render a 100frame sequence on a 16core 12GB RAM machine.