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Rendering animation w/motionblur

Posted: Tue Feb 11, 2014 7:24 am
by nagboy
Hi,

I have a slight "problem". Im rendering animation with motionblur in max. The motionblur is easy to get correct by using the good old Multi-Pass camera effect. I typically use 25 passes and just divide the amount of maxsamples in octane by 25. So if i want 2500 samples i render each pass with 100 samples. Each pass is grainy but when they are combined the frame turns out fine.

However there is a problem with the rendering that i just cant figure out. For example I have a scene that looks flawless at 2500 samples. It takes about 30 seconds to render these 2500 samples without Multi-Pass turned on. When i turn on Multi-Pass it is _random_ as far as i can see what the render time will be. On some frames, on some passes the pass renders at the speed it should, but on some passes (most) its like max hangs a little bit, and the processing times skyrocket. In the render status window it shows like this: If the frame/pass "works" it will just count passes and the image appears gradually as normally. If the pass "hangs" it will stop/halt, switch to progress bar mode for the current pass and slowly render the pass. There are several magnitudes difference in rendering speed if the latter happens.

What really annoys me is that is blatantly obvious that the engine is capable of rendering this super fast, it does so some of the time, i can see the passes churning along like crazy. So why isn't it rendering at full pace all of the time?

Is there a different way of rendering this that does not trigger so much max overhead? It seems like a very trivial setting is between nirvana and hell here.

Eivind