Use particle instances with proxy geometries if your renderer supports it. I did it on a recent project for a wheatfield scene with 100.000 instances of wheat strands (each had ~100k polys + hair on top) and it rendered really fast with arnold.
You could align those particles depending on a base grid and let them all face in the same direction.
Use particle instances with proxy geometries if your renderer supports it. I did it on a recent project for a wheatfield scene with 100.000 instances of wheat strands (each had ~100k polys) and it rendered really fast with arnold.
You could align those particles depending on a base grid and let them all face in the same direction.
can you explain it a little more "step by step", im using Max. im using max's mental ray.
For the instances you would need a particle system. I´m a softimage user so I can´t tell you much about max´internal particle systems but they should work straight forward.
Create an Particle system with an emission on existing points and set your geometry as a instance shape.
Replies
You could align those particles depending on a base grid and let them all face in the same direction.
can you explain it a little more "step by step", im using Max. im using max's mental ray.
For the instances you would need a particle system. I´m a softimage user so I can´t tell you much about max´internal particle systems but they should work straight forward.
Create an Particle system with an emission on existing points and set your geometry as a instance shape.