Це відео не доступне.
Перепрошуємо.
Speed Up GeoScatter for Blender with these AWESOME TOOLS (Ep 3)
Вставка
- Опубліковано 16 сер 2024
- In this video, we talk about the tools built into GeoScatter for making your models run quickly even though you're scattering lots of geometry! This is part 3 in my getting started with GeoScatter series!
CHECK OUT GEOSCATTER (Affiliate Link)
www.theCGEssent...
*Note that this is an affiliate link, meaning if you purchase through the link I receive a commission. I was not paid to create this video
GETTING STARTED WITH GEOSCATTER PLAYLIST
• SCATTER OBJECTS in Ble...
Want to Support The CG Essentials?
/ thecgessentials
Add-On Links (Affiliate Links)
Scatter - www.thecgessent...
Flip Fluids - www.thecgessent...
Car and Transportation Rigged Vehicle Library - thecgessential...
City Pack Cars Rigged Car Library - thecgessential...
Curve Array Pro - thecgessential...
Botaniqu Tree and Grass Library - thecgessential...
Open Street Map - thecgessential...
Curve Basher - thecgessential...
Node Preview - thecgessential...
Tree Vegetation Library Add On - thecgessential...
Decal Machine - thecgessential...
Human Generator - thecgessential...
Fluent Stressless Modeling Tool - thecgessential...
Fluent Materializer Material Creation Tool - thecgessential...
Materialiq - Materials Library - thecgessential...
Traffiq Vehicle Library - thecgessential...
Disclaimers: all opinions are my own, sponsors are acknowledged. Product Links in the description are typically affiliate links that let you help support the channel at no extra cost.
TIMESTAMPS
0:00 - Introduction
0:11 - Where to find GeoScatter
1:06 - What makes Scatters slow down your PC
3:19 - Toggling items off in your viewport
5:22 - Displaying low poly proxies
7:13 - Why hidden viewport objects still render as full geometry
8:29 - Using security settings to keep Blender from crashing
10:25 - Using camera frustum culling to only scatter geometry where your camera sees
12:29 - Distance culling - hide based on distance of camera
13:48 - Using occlusion culling to hide objects blocked by other objects
15:06 - Using object reduction settings to show less in viewport
16:44 - Using reveal near camera to show proxies based on distance
17:48 - Using preview areas to only preview a part of your render
18:55 - More Geoscatter tutorials
Hi everyone! Let me know if/how you're using these performance enhancing tools in GeoScatter for Blender in the comments below! :)
Thanks mate ......... your tuts are really helpful when it come to a lot of addons.
Cheers
MR H
Glad they've been helpful! Slightly less popular than some of the other topics out there, BUT I like working with the various tools and figuring out how they work
Alpha Trees needs some more grasses, bushes, twigs, etc. that can be used with GeoScatter. I'd say in "most" my renders (usually video) 2D stuff always facing camera is "good enough".
Awesome my friend and thank you!
Nice. Can you camera cull per group/biome? Can you set everything in a group to display as low poly proxy?
Fontastic thanks
We need GeoNanite!
I am trying to locate the Visibility section to enable Camera Optimization, but it's nowhere to be found.
Hey does camera culling also work with a moving camera ?
Hi. I am trying the cam optimization, but there is no response on my end. Nothing culls. Any idea what it could be?
I noticed that when you instanced the little bush in the beginning of the video the amount of geo didn't increase, I still don't understand how it will affect my performance and I wish if can explain it more
Great.. but I always run out of VRAM when trying to render anything. Too many polygons...
there is a BIG problem with this scatter system, and maybe with Blender itself that no one mentioned, is that when you start interactive render "viewport shading" all your optimizations are gone, so you can't change anything in real time.
"display as", "reduce denisity" etc. all of these don't work when you need to change something during interactive render. This is a huge problem. And I don't understand how to render huge scenes with this condifitions.
3ds max or Cinema4D don't have this issue imao.
Nice add-on and explanation! I'm lazy to check it, but can you tell me,is there relation between amount of instances in the scatter and GPU memory used?
I'm not sure about the specific nuts and bolts, but I would assume the answer is yes when you're rendering in GPU mode. Not sure exactly how it's handled in the viewport
Not really sure why GeoScatter doesn't use proxies by default.