Itoo Software Forum
Forest Pack => Forest Pro (*) => Topic started by: Bobby Parker on March 12, 2020, 11:05:01 PM
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My colors are way off when using GPU. I am using tan and brown gravel, but it is rendering black and white. This works with CPU, so it isn't a path thing.
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Here is what I am using
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Hi,
Would you mind to specify your actual software configuration (3ds Max, FP & V-Ray versions used)? Thanks in advance.
Best regards,
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Well, I can say the latest in them all. 3DS MAX, VRAY and Forest
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Hi
I have just doublechecked and it works fine here:
(https://i.imgur.com/pjWbOCI.png)
Would You please archive misbehaving ForestObject and attach it here or send (https://forum.itoosoft.com/faq/how-to-send-a-file-to-itoo-software/) it to us to doublecheck.
Thanks.
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Apologies if I've put this in the wrong place. First time commenting on this forum.
I render using Vray GPU and have 2x 2080ti. So a total of 22GB to play with.
I have a project coming up that will have an incredible about of forest pack on a huge landscape..planting, grass, gravel, ponds..the works.
I've been looking online and I couldn't find anywhere a rundown of the best practices and techniques when using vray GPU with forest pack.
Obviously, I have limited memory and need to keep render times down (as much as possible).
So, I guess I’m just looking for tips and tricks to make sure I don’t run out of memory Midway through the project and more sure I’m not rendering for a week haha.
Hope that all makes sense and thanks in advance
Sam
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Hi,
Thanks for the question. Rendering on the GPU shouldn't be too different from rendering on the CPU in terms of how to optimize. There are a couple of things to keep in mind.
- Instance as much as possible. If you want to position a couple of trees manually, use FPs edit modes to ensure instancing is maintained. Try to avoid any non-instanced trees unless they are utterly unique.
- Keep poly counts and texture sizes for scattered assets as low as you can get away with
- Don't render what cannot be seen. Use camera culling and toggle areas on and off to control the number of items scattere
- Minimise the number of variations of a single assets. You'll be surprised at how much variety you can get out of one or two tree assets once they've been had their transforms and maps randomised
- If you are bucket rendering, you may find a memory benefit to using proxies as these are loaded dynamically only when they are needed.
- Find a balance between the polycount of a scattered asset and the number of assets scattered. Ground cover is the usual culprit. Instead of scattering millions of individual plants, make a larger patch and scatter that instead to reduce the total number of items.
- Use Forest LOD - often reducing shader complexity is more beneficial in offline rendering that swapping the mesh (which can actually slightly increase memory usage)
- Optimise materials - some tips here: https://forum.itoosoft.com/faq/optimising-materials-for-forest-pack/ (https://forum.itoosoft.com/faq/optimising-materials-for-forest-pack/)
You might also find this tutorial of use: Tips for Mastering Large Scale Environments (https://forum.itoosoft.com/Tips for Mastering Large Scale Environments)
You should also take a look at what features are supported in V-Ray GPU (https://docs.itoosoft.com/forestpack/requirements). Due do some technical limitations animation, edge mode, and tint by element are not supported.
I hope that helps,
Paul