As the title says. I have a pretty large scene, with a clothing piece that is getting Ornatrix Fur. The scene file is 2.3 gb The objects with the fur are high poly, but all the hairs are turned off in the viewport. Is ornatrix doing something in the background on startup that slows down my scene? 15 minutes or more is extreme. Thanks |
| Hi, What time do you get if you remove all the Ornnatrix objects from the scene? Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Just tested it, took about 2-3 minutes to open it without. |
| I got a new scene which is even worse. Took about 45 minutes to open omg. There is a tutorial on Artstation that I am following to create a dense fur layer on jacket. The jacket is really high poly, about 450.000 polygons. The distribution is of the guides is set to face distribution, generating a lot of guides. This slows down my scene so bad and everything after it. The tutorial is using it succesfully on a lower resolution mesh I think. Is there a way to get a dense fur coat without the face distribution? Everytime I use a different one the fur has open spots or bald patches. |
| 45 minuntes is a lot. I have never seen something like this. Although whe working with hair I have the groom in a separate scene, which is what I recommend. I also avoid to generate the hair on the main scene, rigging scene or assembly scene. In general I recommend to simplify, collapse or bake the hair stack before sending it to the assembly scene. It will also depends on the amount of hair and the complexity of the hair stack, of course, but even 2-3 minutes without the hair sounds like a lot to me. Try removing everythig from the scene and leave only the hairs, save and test how long it takes to load. You can also try a more recent build of Ornatrix if you are using an older one. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Yeah I could try to do that but first the problem of the bald patches in the fur need to be adressed. I don't need as many guides as the mesh is returning me with the guides per face, but the other methods keep failing me. I hope that I am doing something wrong here and some can point me in the right direction. I can share or upload my scene if that is neccessary. |
| Sure. Send us the scene as we will look into it. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| I have send you a wetransfer via mail. |
| Did you have a chance to look at the file I send you? |
| Hi, Sorry for the delay. I got your scene and replied to your email. Here is my original reply: First Test: - I deleted the hair object present on the scene,
- Added a new hair object using the Quick Hair button found on Ornatrix's toolbar,
- After that I saved the scene.
What I noticed is that the file size has been reduced from 189MB to 145MB, and it now takes 8 seconds to load. Second Test: - Added a Sphere,
- Added a TurboSmooth modifier to the sphere,
- Increased subdivisions to 5 to get 1015808 polygons, which is more than the jacket,
- Added a basic fur preset to the sphere,
- Saved the scene.
This scene loads in 7 seconds. The file size is less than 1MB. So I cannot reproduce the issue in a new scene either. This tells me two things: I'm not sure what version of Ornatrix you are using but there may have been changes in newer versions that partially or completely solve this problem. There is something going on with the jacket that I don't understand yet, but here are my thoughts: - I can see that the UVs of the jacket are overlapping. This can cause issues with some root generation methods.
- It looks like the jacket has double mesh(inside and outside), so it will take Ornatrix some time to calculate all the roots, but still, not 45-60 minutes.
- Since the jacket is coming straight from Clo3D, check for overlapping vertices. In general, I recommend optimizing the mesh.
- If you want to preserve the inner geometry, I recommend generating the hair only on the outside using a sub-sel;ection of material ID.
But, as mentioned above, resaving the scene with the latest stable build of Ornatrix V7 solves the issue. Please try that first. Another thing to check is, how are you adding the hair object to the mesh? <div id=":1bo" class="ajR" data-tooltip="Mostrar contenido reducido"><img class="ajT" src="https://ssl.gstatic.com/ui/v1/icons/mail/images/cleardot.gif" alt="" /> </div> Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Thanks Jeordanis for this extensive testing. I will look at the mesh and see if I can do anything to clean in up. As I mentioned before, because of the nature of the automation pipeline, I can’t do manual stuff to the mesh. The method I am currently using is adding Ox Guides from the dropdown modifiers list with the object selected. Did you by any chance also tried the guides per face distribution option? I am working right now on the high poly jacket and as long as I use for instance even distribution with a low number of guides (4000) everything runs smooth. It is the per face option that breaks the entire scene I think. We need this option to work because we need consistent results across all possible Clo garments. |
| I will look at the mesh and see if I can do anything to clean in up. As I mentioned before, because of the nature of the automation pipeline, I can’t do manual stuff to the mesh. Maybe you can automate a polygon reduction at before exporting it from Clo3D. The method I am currently using is adding Ox Guides from the dropdown modifiers list with the object selected. I would use the Add Hair command from the Ornatrix Toolbar. This command will not only add Guides from Surface but also setup the object reference to generate the hair on it. Did you by any chance also tried the guides per face distribution option? I am working right now on the high poly jacket and as long as I use for instance even distribution with a low number of guides (4000) everything runs smooth. It is the per face option that breaks the entire scene I think. <span>With 'breaks' do you mean that it crashes or the performance falls apart? With the complexity of the mesh is expected that this method of hair distribution will take a while to compute and reload. </span> Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| The automatic reduction could be a last resort option. I need to keep the setup as simple as can be. I did get some good results using area distribution, but that is only on one single object (the one I send to you). I need to test multiple garments to see if this works. What I do run in to now is a memory issue. The garment I'm creating has a lot of dense fur (mink) and you can see from a close up that the coat actually isn't thick enough (filled up with dense hair). The jacket has 2 million hairs with times 6 multiplier modifier and that is without the collar taken into account (different hair object). I actually need it to have even thinner hair en more of it but as we speak Corona is swapping almost 90 gb of ram. Any thoughts? What I mean with breaks is not that it crashes, more that the loading time and performance are that low that is becomes unusable. Attached Files: |