Hi all,
Can you guys tell me if Proxy plug in accepts all the tools that come with EIAS. eg, bones animation,deformation,rodeo forces,etc…
I am looking to purchase these plug in but i want to make sure i get my answer before buying it.
Also i want to make sure that the plug in is 39$. Is this true. Could these be also included in the core?
Thanks Edgard
I think with these plug in i can finish on time the video clip.Thanks a lot for the support.
EDIT: I have read the manual and it doesnt mentioned anything about surfaces being deformed or skinned, just says position and rotation could be transfered.
Hi Ian,
Than i am in big trouble. Oh so my best to go if i need to save render time and wanted a stomp or replicate of my surface is to go the Placer way. That could save me some RAM in Camera? I need to find a way to have multiple copies of an object and save ram at the same time.
Thanks Ian, is a shame but just how i expected otherwise the cost will be much higher.
Hi Ian,
Thanks for the time.
I have only 1GB of RAM on a scene that has the next Specs.
My goal is to get the third image look like the second it needs RT Shadows for the Apaas,but it has 3 more groups to calculate. I am assigning 512 MB to Camera if i Assign 700 it will not render .
So that might b the problem and i have a lot of polys(smooth) which i could use Encage to solve these matter,export with low poly and subdivide inside EI.
The OS will need 256mb of this, Animator will need 256mb of this (at least) to run, this does not leave much for Camera…
What is the ‘out of RAM’ error message you get? You can split your frame into several ‘frame strips’ (render settings > network) and render with Renderama (to .local - so there is no set-up involved). This will eliminate any problems if you are running out of ram in the “Library: GILL”
All I can say here is, you need more RAM :(. Trying to render 2.4million Polygons with GI and only 512MB of RAM is probably not possible in Camera. This seems like a lot of polygons for this scene.... Can you not reduce the mesh somehow?
Thanks Ian.
Well my friend i now know which way to go.
Edgard
WHat about using Placer . SO Camera will calculate 1 group instead of 20, which are the may flower i want to have in my scene. Could this be a possible solution?
I mean i dont want to loose the smoothness on the flower.
Thanks,Edgard
Hi Ian,
Since i have a Laptop what about if i get 2GB of RAM? That is all i can put on my laptop. 3GB is the maximum. Will that help for more than 5million polys or what is the limit, is there any chart?
Or i am thinking for not loosing the smotthness of my flower to get Encage. I donot know but i need to get these render. It is incredible there is no aplug in to save rendering time on any given instances.
Thanks,Edgard
All the objects are set to Phong, the light is set to Buffer shadows. The GI is set with 40 rays at 2*2 sampling and limit region at 500 , well with sky color. That is probably why.
Edgard,
Distance limit in GI has a known bug, and should not be used. Encage will not help your polygon issue, as it actually adds polygons. (I really like the plug-in, but it’s not what your looking for. It adds geometry and smoothing.) My understanding is that all of the plug-ins you are mentioning will still send complete geometry to final rendering, thus not helping the memory issue. You can’t render what’s not there.
Definitely get as much RAM as you can fit, that sounds like the largest problem. I don’t think you can use more than 2GB per camera anyway, so 3 is what you want. the other memory to run your system, etc.
I’m sure Ian would have mentioned it if it helped with polygon crunching, still you might try creating lot’s of strips in the render> network tab. That helps with some memory issues.
Here is what i am doing wrong, i am bringing all my models as FBX not becuase i want to but because i have found that they keep their UV intact.
I have on my leafs 20 polys only but the flowers are memory hungry as they are smooth and i like to keep it that way , otherwise what is another format that keeps the poly count optimal and keeps the UV?
I used distance limit due to my Occlusion pass which i used the Camera Mapping technique applied to all the objects on my scene with a projection of an Apass shader. GI distance limit to 500 as i want high definition on the occlusion pass.
But the main question is which format keeps the poly count optimal and smooth?
I might try to model the flowers with NURBS Curves at least the ones that dont need too much detail but they are so close to the Camera that is pretty hard not to add detailed on them. Plus i like them
I certainly agree, you should keep your model as complex as you can. So you need Ram. The image you’re showing looks like it could be part of a very compelling animation.
As to FBX keeping UV intact, FACTs keep their UV space intact as well. I’m not sure there is any size benefit between the formats, as the polygon count would remain the same. One of the developers could comment on whether FBX works as well once imported, and FACT is of course the native format.
Apass was developed when EAIS had no GI system. It produces occlusion with a different system than GI. Using both at the same time would seem redundant. At any rate the Distance limit in GI, which is supposed to control the shadow, is buggy now and creates more noise than it reduces… read here
As far as smoothness and model type, that shouldn’t matter. Models are either smooth due to high poly-count (and smooth shading), or they are smooth do entirely to their smooth shading settings. A low poly model can appear smooth with the right shading settings, except at the edges, and where shadows are cast. At the far edges smooth shading does nothing and you can see the strait lines. Smooth shading relates to the way face normals are blended at interior vertexes. I don’t think smooth shading effects file size, as it is just one number measured in degrees. Encage helps there as it adds polygons, and applies smoothing.
I don’t think EIAS uses nurbs, which of curse would be ideal for a smaller sized curved model. All of the models have to be faceted, and EIAS will Triangulate them if you don’t.