Swallowing the elephant into Blender
While impressive, this misses the point. The Moana scene is a test scene for /renderers/.<p>It is not meant to be used inside a DCC app, as-is.<p>If you import data of this complexity into a DCC app your workflow is broken/you are doing something wrong.<p>That said – I think it's very cool if you can import such heavy geometry and your DCC app doesn't crash.
But in 15 years of working in VFX I never dealt with heavy data inside a DCC directly. Indirectly yes, through proxies.<p>The three most interesting metrics for this scene are, if you're a renderer author (sorted by importance during lookdev/lighting):<p>1. Time to first pixel (is it seconds or hours?).<p>2. Time to completion (does it take days/hours/minutes?).<p>3. Memory footprint (does it 'fit' or does it go into swap?).<p>Two more are: subdivs and PTex.<p>I.e. can the renderer do true subdivision surfaces (vs just subdividing the geometry n-times leading to silhouette artifacts under certain viewing conditions)?<p>And: can the renderer ingest PTex textures or do you have to create UVs somehow and convert all the textures into UV-based ones before you can use the original Disney dataset?