@ Render times
Spectralis wrote:
I just wondered what your longest render has been?
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My longest render with Octane was so far a scene combining fiber hair with a lot of reflective surfaces:
Total Number of triangles: 17'872'823.
31h 43 min for 4310 spix
VRAM used 4094MB.
Original Resolution: 7680x4320 Pixel.
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Kernel was always PMC.
Keep in mind that the renders probably could have been aborted at an earlier point without noticeable quality difference. I just let them run over night or when I am out of office for a few days...
Some more numbers I collected:
A scene with fiber hair and fog.
Note that even with "lower" 4k resolution it was enough to reach 2nd place.
Total number of triangles in the scene: 16'815'547.
24h+ min for 10'000spix
VRAM used: geometry 2330MB, textures 1971MB
Original Resolution: 3840x5760 Pixel.
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Fiber hair. A LOT of it.
Total Number of triangles in jungle girl character scene: 23'910'002.
21:27h for 3180spix
VRAM used: 4'576MB.
Original Resolution: 7680x4320 Pixel
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Total number of triangles in the scene: 25'949'727.
13h 1min for 3160 spix
VRAM used: geometry 4118MB, textures 993MB.
Original Resolution: 7680x4320 Pixel.
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Total Number of triangles in the scene: 1'935'170.
Render Time: 8h+ for 8275 spix at 6000x3375 with two Asus GTX Titan.
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Total Number of triangles in cat and background scene: 14'927'939.
7:05h for 3108 spix
VRAM used 3'234MB.
Original Resolution: 7680x4320 Pixel
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Kernel: PMC
Total Number of triangles in the scene: 529'027.
Render Time: 6h+ for 6225 spix at 6000x3375 with three Asus GTX Titan.
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Kernel: PMC
Total Number of triangles in the scene: 693896.
Render Time: 2h 30 minutes for 5008 spix at 6000x3375 with 3 GTX Titan.
Postproduction with Adobe Creative Cloud Applications
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Spectralis wrote:
And what techniques you used to try to reduce the render time.
- Throw money at the problem
The first thing to consider is using at least two GPU for rendering.
By adding a 2nd GPU render time is halved. From 100% down to 50%.
This is the best performance increase for money.
After that you get diminishing returns.
If you add a 3rd GPU you have the same cost for the additional card but now only get a smaller speed increase from 50% to 33%.
For the 4th card you would only get a speed increase from 33% to 25% but paid exactly the same amount for the card.
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Keep in mind that Otoy may sooner or later release the Cloud Edition.
Depending on the price model this might also be interesting to render animations for non commercial projects.
Until this happens we might need to look for more traditional solutions:
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- Reduced resolution.
For still images I went from 8k (7680x4320) to 4k (3840x2160)
The main point of rendering at 8k was to get an understanding how long render times would be. Rendering at 8k is only worth the time if you use very high detailed 3d models and textures.
For animations you might want to consider still rendering at 720p. (1280x720).
Currently rendering at 4K may only be an option for high profile promo projects to showcase new 4k monitors.
Full HD (1920x1080) may remain a standard for most commercial projects for some time.
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- Reduce frame number
Does it really need to be 30 frames per second?
In Europe 25fps is standard and not many people think visible quality is lost.
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- Split scene into different sub scenes
My impression is that for more stylised renders that are not trying to simulate a realistic light solution it might actually be faster to render out characters and background separately.
Example:
Render the background in PMC with a complex light setup to achieve a realistic light situation.
Render character with a lot of fiber hair with an HDR Environment that simulates a simular light situation than the background.
The main idea here is that a "realistic" light situation in most cases will cast very harsh shadows on faces. In real life photographers use flash lights, reflectors and diffusors.
You can simulate this in 3d with the help of props for realistic looking indirect light solutions in PMC.
But the faster solution is to simply use HDR Environments.
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- Use low quality assets for the background
If the background is going to be blurred anyway there is no point of using high detail geometry and textures for background objects.
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For animations
- Do not render backgrounds each frame
Rendering the background takes time.
If the character is moving around in front of a still background there is no point of rendering the background out each frame.
Only render the background out once.
In many cases you can "fake" an animated background by slowly moving one very high resolution background image in postproduction.
Use reflection maps to still have some kind of cool looking reflection on scene objects.
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To summarize this:
Save time by cheating in places that most people will not notice.
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