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View Full Version : 1.17 million blades of grass and no memory left


Chaos Maximus
04-12-2003, 09:08 AM
In the image below there are aproximately, 1,170,000 blades of grass. they are each defined by only 3 points, and up close they are not as dense or realistic as reall grass by any means. The other problem is i have no memory left. I have 512mb of memeory, and i have another project in mind.

the next project involves even more grass. my problem comes because i cant buy shave and a haircut for a while (lack of money). i want to find out if there is a scatter plugin that manages memory for instanced geometry. i saw somthing which involved trees which were created and deleated as they were rendered, so a large forest was manageable. is there somthing like this i can use for memory management? thanks all

http://www2.bc.edu/~conradm/intro%20p10102.jpg

yoni-cohen
04-12-2003, 11:05 AM
you could easily get a way by cheating it..

yowchuan
04-12-2003, 11:09 AM
Yup, well-planned camera cuts will make some really major "optimizations".

Marcel
04-12-2003, 01:46 PM
If I look at your image, the grass is basically a green color with a lot off noise. If you are making a still image and not an animation, you can use an texturemap with lots of noise. Turn the blurring down (blur and blur offset) or else the renderer will smooth out your noisy texturemap.

When you are making an animation, then the noise would cause you problems, maybe heavy supersampling could solve that.

TimWoods
04-12-2003, 02:20 PM
for stills. The best way i have found to do grass, (just used this on my latest photomontage of a Fosters Project in Mancester) is to get a digital camera and search for a patch of grass at the correct angle, then just map it on or put it in afterwards in photoshop, really works a treat.
As for animation, maps with noise will probably be the best, because as i can see from you image if i was in that stadium the scale of the grass would be up to my waist.
i think mapping for distance and polys for close.
thats my 2p worth.

:thumbsup:

Chaos Maximus
04-12-2003, 10:19 PM
my character is going to need to be running around in the grass, so i cant fake it, or at least not all of it. i think im gonig to try to have rooling hills as far as you can see, and that is where i need to fake the grass, how do i do that so there isnt a seam where i switch from 3d to 2d grass?, should i use a rendering of the grass as the texture for consistancy? thanks for the help, chaos

lebada
04-12-2003, 10:54 PM
well..try not to eat and buy another 512 mb of ram:D

Chaos Maximus
04-12-2003, 10:56 PM
planning on trippling the ram, as soon as possilbe, taht will not be for a bit, so im still looking for a way to do this.

Chaos Maximus
04-12-2003, 11:02 PM
btw, where did shave and a haircut go, i cant find a new release date, and its 5 monts over due. ? anyone know?
thanks

RJB
04-13-2003, 12:11 AM
Why are you even bothering to model every blade of grass?

BrandonD
04-13-2003, 01:25 AM
Most of the time, a brute force approach like this is NOT the way to go. Use a texture map for shots like this. With grass you need to get really close before you start to see individual blades of grass.

Signal2Noise
04-13-2003, 02:17 AM
Try Tim Woods suggestion. Then smoke some real grass to relax yourself from arraying your 1170000 blades you did and move onto another project.

And go out and buy more RAM. Then smoke some more grass...:surprised

censored
04-13-2003, 02:36 AM
shave and a haircut's development is making its merry way along.

ElysiumGX
04-13-2003, 02:54 AM
I would just like to add...

You have too much free time.:surprised

Chaos Maximus
04-13-2003, 07:51 AM
i do have too much time, but. i need to be able to get close to the grass, close enough that i will see the individual blades. i needed to do the same thing in this project too, thats why i modeled the grass.

thanks, all

halo
04-13-2003, 12:51 PM
thought about using renders of the blades placed onto polys ...?...you could always use proper geometry up close, renders futher back and just a map futher away...

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