Each frame renders longer than previous. All frames similar.

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Each frame renders longer than previous. All frames similar.

Postby Aleksei » Mon Oct 30, 2017 5:34 pm

Aleksei Mon Oct 30, 2017 5:34 pm
Hello.
I stumbled upon a problem:
The scene containes X-Particle system. I'm rendering a sequence of frames. All frames visually are almost equal. But during render every new frame renders approx. 10–15 sec longer than the previous. You can see it here:

Image

When I start rendering (from any frame in the seuence) the render time takes around 1 min per 1st frame. And then increases. I must note that the visualization process (I mean, render of increasing samples) always remain the same — around 20 sec per frame. But what's increasing in renderer is this:

Image

The "Start Rendering" process becomes longer from frame to frame.
My X-Particles simulations are cached. Also I have 2 Octane object tags on each emitter to be able to render different geometry for each of the emitters:

Image

What may cause this problem or what I'm doing wrong?
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Re: Each frame renders longer than previous. All frames similar.

Postby aoktar » Mon Oct 30, 2017 7:07 pm

aoktar Mon Oct 30, 2017 7:07 pm
Motion blur calculation would take longer when cached particle counts increased. Becase it will search ids of particles in array.
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Re: Each frame renders longer than previous. All frames similar.

Postby Aleksei » Mon Oct 30, 2017 7:28 pm

Aleksei Mon Oct 30, 2017 7:28 pm
But I have approximately constant number of particles in the sequence that I'm rendering. Around 930 000 particles per frame.
As I said all the frames are the same prom the point of view of scene complexity. I have xpKill modifier wich kills old particles at some point. And I start rendering not from frame 0, but from the frame when the amount of particles stops growing.
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Re: Each frame renders longer than previous. All frames similar.

Postby aoktar » Mon Oct 30, 2017 7:47 pm

aoktar Mon Oct 30, 2017 7:47 pm
Aleksei wrote:But I have approximately constant number of particles in the sequence that I'm rendering. Around 930 000 particles per frame.
As I said all the frames are the same prom the point of view of scene complexity. I have xpKill modifier wich kills old particles at some point. And I start rendering not from frame 0, but from the frame when the amount of particles stops growing.

It's the problem. Because every new particle will get new id. And added to searxh list as new bulk.
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Re: Each frame renders longer than previous. All frames similar.

Postby Aleksei » Mon Oct 30, 2017 7:52 pm

Aleksei Mon Oct 30, 2017 7:52 pm
hm... now I see. Hope this will be optimized some day.
Big thanks for the answer anyway. Will try to find a workaround.
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Re: Each frame renders longer than previous. All frames similar.

Postby aoktar » Mon Oct 30, 2017 8:04 pm

aoktar Mon Oct 30, 2017 8:04 pm
Aleksei wrote:hm... now I see. Hope this will be optimized some day.
Big thanks for the answer anyway. Will try to find a workaround.

It's optimised actually as much as possible. Try to decrease cache frame amounts in mblur from octane objecttag.
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Re: Each frame renders longer than previous. All frames similar.

Postby Aleksei » Mon Oct 30, 2017 8:19 pm

Aleksei Mon Oct 30, 2017 8:19 pm
Can you show it in screenshot, please. I cannot find this parameter in the tag.

Image
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Re: Each frame renders longer than previous. All frames similar.

Postby aoktar » Wed Nov 01, 2017 4:53 am

aoktar Wed Nov 01, 2017 4:53 am
Aleksei wrote:Can you show it in screenshot, please. I cannot find this parameter in the tag.

Image

cameratag->motionblur.
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Re: Each frame renders longer than previous. All frames similar.

Postby Aleksei » Mon Nov 20, 2017 4:02 pm

Aleksei Mon Nov 20, 2017 4:02 pm
Sorry for late reply. No, decreasing the frame amount in motion blur didn't help.
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Re: Each frame renders longer than previous. All frames similar.

Postby nemcekmiki » Wed Jul 03, 2019 3:03 pm

nemcekmiki Wed Jul 03, 2019 3:03 pm
Hi, Is there any solution for this issue? Decreasing M.blur caches doesn't do anything. I am forced to stop render after each couple of frames and resend again, that's actually much faster than leaving it increasing render time each frame.

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