anupamd Posted July 27, 2011 Share Posted July 27, 2011 Guys, Im finding that the billoweysmoke and/or pyro shader is really...really slow. Is there any tips or trick to optimizing the rendering times? Like any settings for lights/mantra? Currently I have 3 shadowing spotlights with 256x256 dmaps. Any tips or advice or things to look/test would be appreciated. At this point Im kind of at a standstill. -A Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted July 27, 2011 Share Posted July 27, 2011 Try a larger volume step size (parameter on the Mantra driver). Quote Link to comment Share on other sites More sharing options...
Eitht Posted July 27, 2011 Share Posted July 27, 2011 I believe pyro shader has a "Scattering" checkbox which was switched on by default, turning that off will help a lot! eitht. Quote Link to comment Share on other sites More sharing options...
anim Posted July 27, 2011 Share Posted July 27, 2011 definitely look at volume step size as lukeiamyourfather said since that is dependent on your scene size so default value for large scene would be overkill you can compute the minimum value by dividing size of your volume grid in one dimension with number of voxels in that dimension then you can increase it to get faster render times at slight quality loss then you decide if it's still acceptable for billowy smoke you may want to turn off noise since it may produce some stretching artifacts because it uses just single rest attribute billowy smoke is faster than pyro shader from my experience so if it's good enough for you stick with it for better quality you may need to increase resolution of your dsmaps but maybe consider turning off shadows on some lights, sometimes one shadow casting light is enough Quote Link to comment Share on other sites More sharing options...
smaugthewyrm Posted July 28, 2011 Share Posted July 28, 2011 andreu lucio makes some adjustments to the billowy smoke shader and uses vopcvex / geovexvolume to render clouds. to me they appear to render much faster. you would have to try it and see for your self. he walks you through the workflow here: cmivfx fractal clouds & terrains Quote Link to comment Share on other sites More sharing options...
bunker Posted July 29, 2011 Share Posted July 29, 2011 (edited) Mantra is really fast at rendering volumes, but the pyro shader is really slow indeed. You should have a look into doing your own shaders Guys, Im finding that the billoweysmoke and/or pyro shader is really...really slow. Is there any tips or trick to optimizing the rendering times? Like any settings for lights/mantra? Currently I have 3 shadowing spotlights with 256x256 dmaps. Any tips or advice or things to look/test would be appreciated. At this point Im kind of at a standstill. -A Edited July 29, 2011 by bunker Quote Link to comment Share on other sites More sharing options...
nahee Posted August 31, 2011 Share Posted August 31, 2011 Mantra is really fast at rendering volumes, but the pyro shader is really slow indeed. You should have a look into doing your own shaders Hey Julien, do you have an example vop (or otherwise) shader handy by any chance? A sort of a reusable fast volume shader. And everyone else: any pointers to some fast volumetric mantra workflows/shaders would be great, thanks! Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted August 31, 2011 Share Posted August 31, 2011 Hey Julien, do you have an example vop (or otherwise) shader handy by any chance? A sort of a reusable fast volume shader. And everyone else: any pointers to some fast volumetric mantra workflows/shaders would be great, thanks! I would suggest looking at the basic flame and basic smoke shaders. They are way faster than the pyro shader. Quote Link to comment Share on other sites More sharing options...
nahee Posted September 1, 2011 Share Posted September 1, 2011 I would suggest looking at the basic flame and basic smoke shaders. They are way faster than the pyro shader. Indeed they are. I was hoping there was a way to make the Billowy smoke shader a bit faster. Will definitely check out the "Fractal Clouds" cmivfx tut as per smaugthewyrm's suggestion. Thx Quote Link to comment Share on other sites More sharing options...
Macha Posted September 1, 2011 Share Posted September 1, 2011 I think the standard mantra volumes render fastest with the raytracer; it is also the one that's easiest to scale up on more cores. See if you can get away with a different setting for shadow volume stepsizes. Your shadowmaps don't need to be very big. Put some blur on it. Re-use them. Increase shadow pixels samples a little (2 or 3) Quote Link to comment Share on other sites More sharing options...
Ratman Posted September 6, 2011 Share Posted September 6, 2011 You should also look into the volumevoxeldiameter() expression for your volume step size. Quote Link to comment Share on other sites More sharing options...
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