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kopperdrake
11-14-2011, 07:47 AM
Just a quick test in instancing in LW11 - around 400,000,000 polys, mostly quads, 3,000,000 of them sub-D after that count to level 3, so realistically looking at over 3.2 billion polys at render. Threw in a 1,000 particle system (little blobs), a volumetric sunlight, and 2 bounce MC radiosity. Came in at about 1 hour but really no optmising done at all.

OFF
11-14-2011, 08:14 AM
nice render!
how about try FFX for grass with texturing on this scene?

monovich
11-14-2011, 08:16 AM
lookin' good.

kopperdrake
11-14-2011, 08:24 AM
Mmm...I'll try the FFX as well. I'm just in the middle of trying some animated trees, so I'll add FFX grass to that scene instead of the instanced grass. I'm still trying to get my head around the distribution methods for multiple objects - off to do some reading...

kadri
11-15-2011, 12:19 AM
Looks good!
I use Terragen 2 too beside Lightwave. With these new features the use for Terragen or Vue kind of software could be much lesser . A landscape with instanced rock, grass, tree objects etc. would be very easier to do obviously .

DonJMyers
11-15-2011, 02:30 PM
Video games sometimes use your technicque to populate a forest with trees via instancing. Instead of a designer placing each tree perfectly the software loads a landscape and algorhythmically randomly places each tree every time the game is run.

jeric_synergy
11-15-2011, 02:56 PM
Just a quick test in instancing in LW11 - around 400,000,000 polys, mostly quads, 3,000,000 of them sub-D after that count to level 3, so realistically looking at over 3.2 billion polys at render. Threw in a 1,000 particle system (little blobs), a volumetric sunlight, and 2 bounce MC radiosity. Came in at about 1 hour but really no optmising done at all.
Nice render!

What settings did you use to get the blooming/fog effect? EDIT: oh, just volumetric?