I have created a crowd sim in Houdini and it renders fine with arnold/solaris. But when rendered as a procedural the characters arn't deformed.
Any ideas?
Thanks!
I have created a crowd sim in Houdini and it renders fine with arnold/solaris. But when rendered as a procedural the characters arn't deformed.
Any ideas?
Thanks!
Please try HtoA 5.3.0 (https://docs.arnoldrenderer.com/display/A5AFHUG/HtoA+5.3.0), as this should be fixed in usd#329.
Can you share a simple scene showing the setup you are using so we can take a look please?
and just like that it starts working! turns out if you are at a wrong frame, it does not give an error, but just shows all the agents in the t-pose, giving the impression that its not working.
but i wanted to clarify - is arnold able to take any advantage of the fact that i have a single agent in a crowd of 100 thats been deformed? Any sort of instanceing that can use the skeleton data to deform the same polygonal shape?
Hi Andres!
There is no instancing used for crowds as of now, due to each agent potentially having a different geometry to others.
For example, when rendering inside Solaris, we receive each agent as a separate polymesh. We could potentially keep track of the geometry information, and using some smart hashes. Identifying the meshes that share the same underlying geometry, only use object space subdivision settings, no world space/instance dependent displacement and so on. For now we are not doing any of this, as it can get very complicated quickly.
Cheers,
Pal.
It must be no? I had a scene with hundreds of of agents and only one frame was 10 meg
Good to know about the frame range issue - glad it's working.
With respect to the sharing of polygon data between similar agents, we have the core ticket 7773 to look at this.
Cheers,
Julian
Hi how can we send a scene? Arnold crashes for me. Latest version.
Please send the scene to support@arnoldrenderer.com and mention this post in the email, so we know which question the support request relates to.
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