Hey Guys,
Currently I have a scene that takes in total 8 minutes to load into octane maya. 5 1/2 minutes for the object sort and another 2 1/2 minutes for the voxelization. Any tips on reducing this time ?
Reducing object load and voxelization times
Moderator: JimStar
One idea that came up would be the ability to cache the object load in order to not take the hit every time...
SuperMicro X9DAI
Dual Xeon E5-2670
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Win 7
Nvidia Driver 310.71
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64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
=) hi there,
what CPU do You have? Some say, that disableing HT helps to reduce time to 50%, 'cos if HT is on You're running only 1thread what is effectivelly half core.
How much RAM do You have?..Maybe Your system starting to move info from RAM to SSD, even worse to HDD..
Anyway, these are just few thoughts to start with.
& Plz, put Your PC info to Your signature.
Cheers
what CPU do You have? Some say, that disableing HT helps to reduce time to 50%, 'cos if HT is on You're running only 1thread what is effectivelly half core.
How much RAM do You have?..Maybe Your system starting to move info from RAM to SSD, even worse to HDD..
Anyway, these are just few thoughts to start with.
& Plz, put Your PC info to Your signature.
Cheers
Thanks for the HT tip, I'll try that. The majority of the time appears to be in the object sort as it's loaded into memory. I haven't played with octane stand alone curious if this is the case of the maya parser, and what could be done to multithread this, or what the bottleneck is.
SuperMicro X9DAI
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
The scene went from 8 minutes 17 to 7 minutes 3, without hyperthreading.
SuperMicro X9DAI
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
not so much of improvement =( less than 10%..
regarding to Your system You clearly don't have any shortage of RAM.
how much the scene weights? what is the object? some sculpt?
regarding to Your system You clearly don't have any shortage of RAM.
how much the scene weights? what is the object? some sculpt?
any ideas as to why the object sort and voxelization process is single threaded ? The scene is just large with about 5 million polygons but a lot of unique objects. It fits in gpu memory its just the build process to load into gpu memory is quite long and not threaded.
SuperMicro X9DAI
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
The transfer to the GPU is only single threaded, that´s the nature of the render engine.
But so much i know, Otoy has a plan to make it multithreaded...
face
But so much i know, Otoy has a plan to make it multithreaded...
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
Hi brue,brue wrote:Hey Guys,
Currently I have a scene that takes in total 8 minutes to load into octane maya. 5 1/2 minutes for the object sort and another 2 1/2 minutes for the voxelization. Any tips on reducing this time ?
Depending on the size and complexity (poly count, texture size/count) of the scene this sort of transfer/voxelization time is mot unheard of though with the integrated plugin it would take a very complex scene I think. The standalone is generally slower to load as it has to read and interperate the OBJ file where as the plugins already know where all the geo is in the host application.
In the Octane render globals there is an Animation Mode dropdown that lets you select Full, Camera only or Movable proxies. If nothing is animated in your scene other than the camera you can set this to Camera only and then it will only perform the transfer/voxelization once on the first frame rendered. If objects are animated then set the Octane: Geometry type attribute on their shape node to Movable proxy and use the Movable proxies animation mode, this will only reload the animated meshes. Be aware though that once you have movable proxies in the scene you will get a drop in render speed but this may still give you an overall faster combined frame render time.
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
Yep know about the animatable proxies for animation. Its primarily for the larger film scenes that I need to deal with. Trying to look into the reality of using octane as a production renderer for an onset workflow. An 8 minute load time for a standard scene is rather heavy, especially when the process could in theory be sped up by an order of magnitude by threading.
SuperMicro X9DAI
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71