Search found 117 matches
- Tue Mar 01, 2022 3:00 pm
- Forum: Development
- Topic: How to speedup instances operations?
- Replies: 24
- Views: 9574
Re: How to speedup instances operations?
Thanks TAO for your code. Unfortunately I'm not able to compile. I cloned repository and started from 0. Start command firt_run and than build-64-sse2 LuxCore-sdk 5 Everything was perfect. No compile errors. So I made changes in scene.cpp and scene.h. Run again build-64-sse2 LuxCore 5. No compile er...
- Thu Feb 24, 2022 2:08 pm
- Forum: Development
- Topic: How to speedup instances operations?
- Replies: 24
- Views: 9574
Re: How to speedup instances operations?
Currently, to update position, I repeat the procedure described int original post. I create first object than I duplicate it 4999 times. I use the same names, so luxcore overwrite them. But still, removing instances is a disaster
- Thu Feb 24, 2022 1:03 pm
- Forum: Development
- Topic: How to speedup instances operations?
- Replies: 24
- Views: 9574
Re: How to speedup instances operations?
Another question. What is the fastest way to update position of all 5000 instances?
- Thu Feb 24, 2022 10:21 am
- Forum: Development
- Topic: slow merge
- Replies: 1
- Views: 2328
slow merge
Hi Guys, we are trying to optimize render time. We are currently analyzing merge process. We start render on 2 machines. Each one creates flm file. Than we call film1 = Film::Create(fistFilmPath); film2 = Film::Create(secondFilmPath); film1->AddFilm(film2); film1->SaveOutput("out.exr"); Fo...
- Fri Feb 18, 2022 11:32 am
- Forum: Development
- Topic: How to speedup instances operations?
- Replies: 24
- Views: 9574
Re: How to speedup instances operations?
I will try to add session.Pause(). Maybe this will help. One question. Is there a command to remove all instances? I have seen that creating instances with duplicate command is extremely fast. So if there is a fast command to remove all, I could recreate missing 2500 instances. I can not restart the...
- Wed Feb 16, 2022 9:10 am
- Forum: Development
- Topic: How to speedup instances operations?
- Replies: 24
- Views: 9574
Re: How to speedup instances operations?
I'm doing it at render time. I call BeginSceneEdit(), remove 2500 instances and call EndSceneEdit()
- Mon Feb 14, 2022 1:57 pm
- Forum: Development
- Topic: How to speedup instances operations?
- Replies: 24
- Views: 9574
How to speedup instances operations?
Hi Guys, let say that I want to create garden full of flowers (5000 flowers). The flower is composed by 2 layers: stem and petals. So at the beginning I add geometry to the scene. Than I create the first instance: std::string propertyPrefix = "scene.objects.stem"; Properties* props = new P...
- Thu Nov 25, 2021 2:18 pm
- Forum: Development
- Topic: live session hangs on BeginSceneEdit
- Replies: 2
- Views: 1739
live session hangs on BeginSceneEdit
Hi Guys. I'm trying to modify camera in live session. At the beginning it works perfectly but after some time it crash or it hangs. So I created a simple code to stress it. I have found that calling many times BeginSceneEdit and EndSceneEdit makes luxcore crash. Sometimes instead of crashing, it han...
- Wed Nov 17, 2021 2:37 pm
- Forum: Development
- Topic: memory cleanup
- Replies: 7
- Views: 2229
Re: memory cleanup
Hi Guys, it seems that my memory leak is caused by instances. I am creating 1 million of instances. All instances have the same material but different location. I created a huge array that is composed by concatenating the transformation matrix of each instance. After rendering I call delete scene, b...
- Tue Nov 16, 2021 10:22 am
- Forum: Development
- Topic: memory cleanup
- Replies: 7
- Views: 2229
Re: memory cleanup
This is not a problem of garbage collector. In C# I can force GC to collect (what I'm doing after render). What more I can see amount of memory used by managed and unmanaged code.