Hey,
I'm running into some problems when trying to render out some large scene's with quite a few cloners cloning high poly messes.
The problem is, when rendering out with the cloners enabled my render times jump up from 1 minute to 8 minutes on a low sample rate (actual render time is 30 sec for both @128 samples, object loading takes forever, i think?).
The reason why I'm not using instances is that I couldn't work out a solid time offset method to offset the animations, but again I have 6gb of GPU memory so it fits anyway.
I first though it could be my motion blurs, or maybe the materials, but the bottleneck seems to be the cloners, is there anyway to optimism this scene so I won't have to collected objects for 6 minutes every frame?
The scene file is quite big (500mb) and I've attached a console screenshot and object manager screen to show when it seems to bog down the render times.
Thx for taking the time to look at the file and any advice on how to streamline this, it would be more then helpful.
https://www.dropbox.com/sh/xmdw42sciedx ... 3uYba?dl=0
Large scene's, collecting objects takes really long
Moderators: ChrisHekman, aoktar
I take a quick look to scene on a notebook. So i can't render it but no need to estimate the issues.
First your scene is away from optimised ways in a few points. I'll ask some questions to indicate the serious mistakes.
1- I see 49890 movable meshes on frame 211. Means lot of mesh are seperated and you assumed each one is animated. Are they really animated? Try to put object tags to just only animated groups and don't put to static objects. And better optimisation, try to use manual assignment method in Render Settings.
2- I see that you use vertex/transform method for motion blur in tags. Do they really have deformation animations? This causes to cache vertices of all objects per frames. Very bad idea if you don't want to explode your ram and cpu. Also very time consuming process for so much object counts. Just use transform motion blur if they are not.
3- You should use render instances when it's possible. You said the reason but should be some parts convertable to render instances.
These are my first conclusions about your setup.
First your scene is away from optimised ways in a few points. I'll ask some questions to indicate the serious mistakes.
1- I see 49890 movable meshes on frame 211. Means lot of mesh are seperated and you assumed each one is animated. Are they really animated? Try to put object tags to just only animated groups and don't put to static objects. And better optimisation, try to use manual assignment method in Render Settings.
2- I see that you use vertex/transform method for motion blur in tags. Do they really have deformation animations? This causes to cache vertices of all objects per frames. Very bad idea if you don't want to explode your ram and cpu. Also very time consuming process for so much object counts. Just use transform motion blur if they are not.
3- You should use render instances when it's possible. You said the reason but should be some parts convertable to render instances.
These are my first conclusions about your setup.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- coenbrasser
- Posts: 18
- Joined: Thu Dec 18, 2014 4:03 pm
Thx for your quick response.
I disable/deleted all the object tags and motion blur and they have almost no impact on the render times.
These models are based of CAD drawings, so there are a lot of separated parts that could be merged, will check if this is what so heavenly impacts the render times.
I disable/deleted all the object tags and motion blur and they have almost no impact on the render times.
These models are based of CAD drawings, so there are a lot of separated parts that could be merged, will check if this is what so heavenly impacts the render times.
- coenbrasser
- Posts: 18
- Joined: Thu Dec 18, 2014 4:03 pm
Okay I found what caused it, had some cloners I thought I instanced that weren't.
That was 40k animated meshes that was unnecessary.
Got the render times down by a really large chunk now, only 1.5 minute of loading per frame now.
That was 40k animated meshes that was unnecessary.
Got the render times down by a really large chunk now, only 1.5 minute of loading per frame now.
1.5 min. is still much per frames. Even you though it has a smart engine to update only changed part. I think that can be much better with more carreful optimisations.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw