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Showing results for tags 'delay'.
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i recently ran into rather lengthy startup times with mantra. here's the log: [08:34:38] Generating Image: ip (1024x768) [08:34:38] Plane[C]: 0 Cf+Af[4] (32-bit float) [08:34:38] SampleFilter: alpha [08:34:38] PixelFilter: gaussian -w 2.2 [08:34:38] VEX Type: vector4 [08:34:38] Gamma: 1 [08:34:38] Dither: 0.5 [08:34:38] Gain: 1 [08:34:38] White point: 1 [08:34:38] Plane[Op_Id]: 0 Op_Id[1] (16-bit float) [08:34:38] SampleFilter: closest [08:34:38] PixelFilter: minmax idcover [08:34:38] VEX Type: float [08:34:38] Gamma: 1 [08:34:38] Dither: 0.5 [08:34:38] Gain: 1 [08:34:38] White point: 1 [08:34:38] Plane[Prim_Id]: 0 Prim_Id[1] (16-bit float) [08:34:38] SampleFilter: closest [08:34:38] PixelFilter: minmax idcover [08:34:38] VEX Type: float [08:34:38] Gamma: 1 [08:34:38] Dither: 0.5 [08:34:38] Gain: 1 [08:34:38] White point: 1 [08:34:38] reading geometry from /tmp/houdini_temp/ifds/storage/638_165.1_000_1584.bgeo.sc ... [08:34:38] Deleting temporary geometry '/tmp/houdini_temp/ifds/storage/638_165.1_000_1636.bgeo.sc' ... [08:34:39] Load Time: Frame Wall Clock Time: 0:00:00.97 Total Wall Clock Time: 0:00:00.97 Total CPU Time: 0:00:03.55 System CPU Time Only: 0:00:01.14 Peak Memory Usage: 135.15 MB page rclm : 77201 flts: 0 # swaps : 0 blocks in : 0 out: 10 switch ctx: 13 ictx: 13666 [08:34:39] VEX Shaders Loaded: op:/shop/body op:/shop/body ... [08:34:39] [08:34:39] Thread Count: 28 [08:34:44] mantra: [RAY_ProcGT] procedural warning: Optimization not run on geometry (this may be ok) [08:34:44] Creating geometry (/obj/sub1/body) ... [08:34:48] Rendering: X(-1, 46) Y(767, 768) ... everything looks fine until "Thread Count". after that it does nothing for 5 seconds. then "Creating geometry" takes another 4 seconds before the first pixel finally shows up. so in total it takes 10 seconds everytime i hit the render button. that's not an ideal situation. the scene in question here is no monster at all. in fact it's not even a full scene but just a lookdev rig with 3 lights and one model. polycount is about one million, the geometry is loaded from external bgeos from an ssd and switching the file node to "packed disk primitive" made no difference. now this is a common situation and the usual fix is to create archives. i tried the ifdarchive rop but it made no difference. i'm not sure though that i did it right since i didn't load the bgeos created by the rop anywhere. unfortunately i couldn't find any proper info about this subject anywhere and i'm not even sure that would be the right solution.