coilbook wrote: Tue Feb 24, 2026 7:54 pm
Hi neonZorglub,
1. Here is the scene for slow eval times with tyflow. When you open it just try to render fram 190-250 It gets very slow. (I think Render instances in tyflow mesh even is not working. It renders as copies using a lot of vram)
Someone had the same problem with tyflow
viewtopic.php?t=73516&start=10
2. Anyway to get Sparkles shader like in fstorm? You have flakes shader already but it doesn't sparkle as good as fstorm sparkles shader. Theirs is just glowing sparkles and they are very tiny.
Here is the video of theirs
https://youtu.be/M8G0Pk4oxwk?si=ENW7qq8ca70g0Kfe
Thank you
Hi coilbook,
Thank you for your scene!
I checked at different frames (0,50,100,200) and with different settings (no tyFlow, mesh vs instances, no motion blur, no emission on sparks)
I also checked a basic scene with 100k, 500k, 1M, 2M particles
Here are some results:
-The evaluation time is basically negligible (~5.5%, 6 sec maxi for a 108 sec render)
(the evaluation time is where we get the particle data from tyFlow and send it to the Octane engine)
This goes down to 0.3 % (0.3 sec) on a 80 sec render with no emission and no motion blur
-Render time without tyFlow (all tyFlow objects hidden, 79.05 sec) is basically the same as with tyflow objects with no emission and no motion blur (80.78 sec)
-The main performance hit comes from having around 200000 particles acting as lights (because of the emission texture), and the motion blur also adding a big hit, acting as doubling the geometry.
Of course, for a nice sparkle effect like in your scene, you need both emission and motion blur, so there's not much we can do about particles.
-The render time would be similar if you had instances of spheres manually created instead of using tyFlow..
-To reduce render time, you could try to change some parameters of the emission texture (sampling rate, distribution, ...).
Also of course, reduce the kernel Sample per pixel, and use the denoiser instead...
Various other settings also influence the render time, but that's a more general topic..
-I noted once a potential bug when disabling motion blur and re-enabling it, the render time jumped to 168 sec instead of 108.. a re-load of the scene could fix it.
I'll keep investigating. but I think that's not related to your issue, unless you also turn on and off the motion blur while working..
I hope that helps,
I'll have a look at the sparkles shader.
Thanks