xtimmyx Posted October 12, 2009 Share Posted October 12, 2009 I'm rendering a huge amount of polys. Don't know the number exactly but were talking thousands of animated characters (with a level of detail setup luckily). However, some random frames take perhaps 10x as long to render as the frame before and after. It's like one of the buckets is getting stuck in the render. Does anyone know what the issue might be and how to solve it? Or decrease the render times. I'm using micropolygon rendering with an area light with 16 samples, and a spotlight, raytraced shadows om both, motion blur, and a quite simple shader, no SSS/displacement or similar. So apart from the high poly count it shouldn't be that heavy to render. Quote Link to comment Share on other sites More sharing options...
kensonuken Posted October 14, 2009 Share Posted October 14, 2009 (edited) well first create various versions of your model and then render up in layers... see how much ram your each layer is taking up.. use z comp for rendered layers... use individual passes like shadow maps one pass texture passes once its all about your detail and reduce your bucket size to 8 ( might be very little ) but the bucket can accom max ram.. first break your entire scene into according to ur complexity... stop using area lights and use spot lights for a complicated scene... you might end up doing LOD chars even for 2000 polys but do it... when you have thousands of chars then you have to...coz some times the char might be just few 10s of pixels... why to waste huge polys for each char... use Delayed load geometry which will load the data into ram only at the time where the bucket requests at that time... Edited October 14, 2009 by kensonuken Quote Link to comment Share on other sites More sharing options...
xtimmyx Posted October 14, 2009 Author Share Posted October 14, 2009 well first create various versions of your model and then render up in layers... see how much ram your each layer is taking up.. use z comp for rendered layers... use individual passes like shadow maps one pass texture passes once its all about your detail and reduce your bucket size to 8 ( might be very little ) but the bucket can accom max ram.. first break your entire scene into according to ur complexity... stop using area lights and use spot lights for a complicated scene... you might end up doing LOD chars even for 2000 polys but do it... when you have thousands of chars then you have to...coz some times the char might be just few 10s of pixels... why to waste huge polys for each char... use Delayed load geometry which will load the data into ram only at the time where the bucket requests at that time... Thank you I will look in to this. However the problem is mainly the random occurring buckets which takes huge amount of time to render. Almost every frame renders just fine and quite fast without much memory footprint. It's only about 1 in 50 frames which causes that problem. Quote Link to comment Share on other sites More sharing options...
eetu Posted October 14, 2009 Share Posted October 14, 2009 You could try rendering the Diagnostic: Render Time ("Render_Time") output buffer to see which bucket is the culprit, and maybe see if there's anything interesting happening in that moment in space&time eetu. Quote Link to comment Share on other sites More sharing options...
xtimmyx Posted October 14, 2009 Author Share Posted October 14, 2009 You could try rendering the Diagnostic: Render Time ("Render_Time") output buffer to see which bucket is the culprit, and maybe see if there's anything interesting happening in that moment in space&time eetu. I've tried rendering to mplay to see which bucket it is and it's always a bucket with dense geometry. However it has no apparent difference in amount of geometry or anything than the buckets next to it, or the same bucket at the frame before and after. Locating the slow bucket is not really the problem. It's to find out what seems to be the problem with that particular bucket. The problem doesn't seem to occur when no shader is applied, but the shader applied when it occurs is just a normal Basic Surface basically. And it renders just fine in 99.9% of all other buckets in the sequence. Quote Link to comment Share on other sites More sharing options...
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