Export speed

Forums: Export speed
Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)

Re: Export speed

Postby livuxman » Sun Aug 01, 2010 10:41 pm

livuxman Sun Aug 01, 2010 10:41 pm
What I have implemented is simple, and we must bear in mind that the plugin in blender 2.5 is called for each frame of animation.
Initially exported normally, once exported, is called octane and begins to export the next frame and adding the frame number to the filename. When octane has finished rendering, the image is collected and added to the animation.
The process is repeated again with the next frame, but as it was exported in the previous step, instead of exporting it again, when detected that the file already exists with the frame number on the filename, this is renamed to the usual name and call octane. The process is repeated, exporting the next frame while rendering.

Cheers
LiVux 64bit | Geforce GTX260 Core 216 and GTX470 | i7 860 | 8Gb | Drivers 275.09.07 | Cuda 4.0.17
livuxman
Licensed Customer
Licensed Customer
 
Posts: 118
Joined: Thu Jan 28, 2010 5:58 pm
Location: Valencia

Re: Export speed

Postby ROUBAL » Mon Aug 02, 2010 3:15 pm

ROUBAL Mon Aug 02, 2010 3:15 pm
Exporting one frame while rendering the previous one only makes sense if rendering time is superior or equal to the exporting time, but in the animations I tried to render so far, the rendering time was around 1 minute and the exporting time whas around 2 to 3 minutes, so it wouldn't be functionnal, as Octane couldn't be rendering frame 10 when only exporting frame 3 !

And of course, increasing uselessly the rendering time to keep it longer than the rendering time would be a big waste of time ! It would be worse than the curren system.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
User avatar
ROUBAL
Licensed Customer
Licensed Customer
 
Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE

Re: Export speed

Postby livuxman » Mon Aug 02, 2010 4:57 pm

livuxman Mon Aug 02, 2010 4:57 pm
Yourself

In the event that the render time is less than the export, the result is the same, use the cpu time to export while doing the rendering on gpu, which would otherwise be wasted. If the export time is 3 minutes and the rendering is 1, would be as if time to export was 2 minutes (3 minutes CPU currently used at least 1 minute of unused cpu while rendering).
LiVux 64bit | Geforce GTX260 Core 216 and GTX470 | i7 860 | 8Gb | Drivers 275.09.07 | Cuda 4.0.17
livuxman
Licensed Customer
Licensed Customer
 
Posts: 118
Joined: Thu Jan 28, 2010 5:58 pm
Location: Valencia

Re: Export speed

Postby radiance » Mon Aug 02, 2010 5:55 pm

radiance Mon Aug 02, 2010 5:55 pm
There really is'nt much we can do about this right now, the OBJ exporter in blender is python code, which is interpreted, not compiled, so it's slow,
especially when running large datasets through it.

I'm hoping the new blender 2.5 API will make things easier for us in the near future to add a C or C++ based mesh export kernel or other integration without files.
Either that, or, if you just want to render walkthroughs, a simple keyframing system and time bar in octane will appear not too long in the near future.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
User avatar
radiance
 
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Re: Export speed

Postby kivig » Mon Aug 02, 2010 11:24 pm

kivig Mon Aug 02, 2010 11:24 pm
radiance wrote:There really is'nt much we can do about this right now, the OBJ exporter in blender is python code, which is interpreted, not compiled, so it's slow,
especially when running large datasets through it.

I'm hoping the new blender 2.5 API will make things easier for us in the near future to add a C or C++ based mesh export kernel or other integration without files.
Either that, or, if you just want to render walkthroughs, a simple keyframing system and time bar in octane will appear not too long in the near future.

Radiance


I guess someone from blender developer forums could give a good advice on this.

So far seen solutions (for v-ray for instance) include a custom blender build/patch with integrated needed functions.
Maybe later that patch could be included in blender by default.
http://www.visnevskis.com
Vista64/Ubuntu, GTX470/580
User avatar
kivig
Licensed Customer
Licensed Customer
 
Posts: 152
Joined: Fri Apr 09, 2010 10:42 pm

Re: Export speed

Postby enricocerica » Wed Sep 08, 2010 7:04 pm

enricocerica Wed Sep 08, 2010 7:04 pm
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
User avatar
enricocerica
Licensed Customer
Licensed Customer
 
Posts: 1012
Joined: Wed Nov 25, 2009 7:32 pm

Re: Export speed

Postby ROUBAL » Thu Sep 09, 2010 9:28 pm

ROUBAL Thu Sep 09, 2010 9:28 pm
A big thank you for this link !

I have done some trials on my current heavy scene, and I have divided my exporting time by 3 !

From 3 minutes to 58 seconds !

As Blender works better with quads, and as most other 3D softwares use triangles, I thought that tringulation was necessary. And as I wanted to get the best possible quality for my images, I never thought of disabling these features !

Even if an exporter built in Blender would probably be faster than a Python script,

It is a great improvement, and a happy day !

Thanks again !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
User avatar
ROUBAL
Licensed Customer
Licensed Customer
 
Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
Previous

Return to Blender


Who is online

Users browsing this forum: No registered users and 21 guests

Fri Mar 29, 2024 8:39 am [ UTC ]
cron