Glad they've been helpful! Slightly less popular than some of the other topics out there, BUT I like working with the various tools and figuring out how they work
Alpha Trees needs some more grasses, bushes, twigs, etc. that can be used with GeoScatter. I'd say in "most" my renders (usually video) 2D stuff always facing camera is "good enough".
Nice add-on and explanation! I'm lazy to check it, but can you tell me,is there relation between amount of instances in the scatter and GPU memory used?
I'm not sure about the specific nuts and bolts, but I would assume the answer is yes when you're rendering in GPU mode. Not sure exactly how it's handled in the viewport
I noticed that when you instanced the little bush in the beginning of the video the amount of geo didn't increase, I still don't understand how it will affect my performance and I wish if can explain it more
there is a BIG problem with this scatter system, and maybe with Blender itself that no one mentioned, is that when you start interactive render "viewport shading" all your optimizations are gone, so you can't change anything in real time. "display as", "reduce denisity" etc. all of these don't work when you need to change something during interactive render. This is a huge problem. And I don't understand how to render huge scenes with this condifitions. 3ds max or Cinema4D don't have this issue imao.
Hi everyone! Let me know if/how you're using these performance enhancing tools in GeoScatter for Blender in the comments below! :)
Thanks mate ......... your tuts are really helpful when it come to a lot of addons.
Cheers
MR H
Glad they've been helpful! Slightly less popular than some of the other topics out there, BUT I like working with the various tools and figuring out how they work
Awesome my friend and thank you!
Fontastic thanks
Hi. I am trying the cam optimization, but there is no response on my end. Nothing culls. Any idea what it could be?
Alpha Trees needs some more grasses, bushes, twigs, etc. that can be used with GeoScatter. I'd say in "most" my renders (usually video) 2D stuff always facing camera is "good enough".
Nice. Can you camera cull per group/biome? Can you set everything in a group to display as low poly proxy?
I am trying to locate the Visibility section to enable Camera Optimization, but it's nowhere to be found.
Hey does camera culling also work with a moving camera ?
Nice add-on and explanation! I'm lazy to check it, but can you tell me,is there relation between amount of instances in the scatter and GPU memory used?
I'm not sure about the specific nuts and bolts, but I would assume the answer is yes when you're rendering in GPU mode. Not sure exactly how it's handled in the viewport
We need GeoNanite!
I noticed that when you instanced the little bush in the beginning of the video the amount of geo didn't increase, I still don't understand how it will affect my performance and I wish if can explain it more
there is a BIG problem with this scatter system, and maybe with Blender itself that no one mentioned, is that when you start interactive render "viewport shading" all your optimizations are gone, so you can't change anything in real time.
"display as", "reduce denisity" etc. all of these don't work when you need to change something during interactive render. This is a huge problem. And I don't understand how to render huge scenes with this condifitions.
3ds max or Cinema4D don't have this issue imao.
Great.. but I always run out of VRAM when trying to render anything. Too many polygons...
Not really sure why GeoScatter doesn't use proxies by default.