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If your scene is using a very large number of instanced objects (this includes ICE particles in Softimage), we recommend using the lowest possible 'transformation steps' number the works for your scene. As mentioned above, complex movements can be represented more accurately with more transformation steps but doing so can also occupy significant amounts of videocard memory if there are many objects in the scene. You can see the amount of videocard memory used for the purposes of transformation matrices in the Redshift Feedback Display window, under the 'Matrices' category, as shown below.

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