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View Full Version : Large Scale SCENE Management in LW...How would you do it?



robertoortiz
04-03-2018, 02:38 PM
New year, new development philosophy new thread.

So tell us,
if you had a magic Want and you could STREAMLINE the management of LARGE datasets in Lightwave.

How would you do it?

What ideas can we BORROW from other 3D programs?
How about other apps that ALSO handle big datasets?

I am looking forward to your comments.
-R

Sensei
04-03-2018, 03:56 PM
Define "large"..

If something does not fit in gfx card memory is large.. ?

robertoortiz
04-03-2018, 04:03 PM
Define "large"..

If something does not fit in gfx card memory is large.. ?
How about something incredibly big....impposible to do now in the program.

Something like this?
141018 (RP1)

Or this
141020 (Valerian)
Or this
141021 (TLJ)

Sensei
04-03-2018, 04:08 PM
Something like this?
141018

But I don't see anything big in this picture.. Front page objects need to be kept in full resolution, while the all other in background can be kept in LOD mode..

Instances with support for LOD.. ?

robertoortiz
04-03-2018, 04:11 PM
But I don't see anything big in this picture.. Front page objects need to be kept in full resolution, while the all other in background can be kept in LOD mode..

Instances with support for LOD.. ?
How do you manage the assets? How do you find them?
You have Hero assets in the foreground that have individual Mobcap /Key frame animations
say 50

and you have 1000s of avatars simulated in crowd software. you still have the issue of asset handling.

Hell how do you track the animation of the assets? the models? the Simulations?

Sensei
04-03-2018, 04:12 PM
Or this
141021 (TLJ)


Instances with support for custom bones per instance.. ? (and LOD at the same time)

robertoortiz
04-03-2018, 04:20 PM
Instances with support for custom bones per instance.. ? (and LOD at the same time)
How do you art direct them individually and quickly when dealing with 1000s of assets?