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Rendering many lights with Mantra is much faster in 16.0.537


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For anyone rendering scenes with mantra, and have lots of lights, there have been some amazing optimizations that showed up in the last few days.

manylights.jpg

The scene has 528 disc lights with varying colors:

  • 16.0.504.20
    • 11m 51s (no active radius)
    • 8m 29s (active radius 3)
  • 16.0.535
    • 3m 28s (no active radius)
    • 3m 13s (active radius 3)
  • 16.0.537
    • 1m 18s (no active radius)
    • 1m 9s (active radius 3)

I haven't had a chance to try it in 15.5, since the scene was built using several H16 nodes, but if anyone else gets the chance to compare against 15.5, that'd be cool!

Edited by goldleaf
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Holy smokes! Here are my test results:

  • 15.5.717
    • 54m 21s (no active radius)
    • 40m 56s (active radius 3)
  • 16.0.504
    • 34m 44s (no active radius)
    • 19m 19s (active radius 3)
  • 16.0.539
    • 3m 21s (no active radius)
    • 2m 43s (active radius 3)

I just downloaded the latest daily build, the jump in render time is incredible!

My system specs:
OS: Win 10 x64
Proc: Intel i7-2600 @ 3.40GHz
Memory: 32GB
Video: GeForce GTX 560/PCIe/SSE2

@goldleaf: What's your system specs?
I attached the H15.5 file I converted from your scene :)

mantra_instancelights_bldgs_H15.5.zip

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Thanks so much for the conversion @galagast that's great! Here are the specs for the system I ran those tests on (totally forgot to include/mention that before, thanks!):

  • Linux Mint 18.1
  • 2x Xeon X5670 @2.9Ghz
  • 96GB RAM
  • GeForce 1060 GTX

I also updated the original post to clarify they were disc lights, not sphere lights.

Edited by goldleaf
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Haha, and we were fighting this for years now with 100+ lights in the scene. It always seemed to me that optimization of active radius would mean a world of difference, as it seemed falloff didn't exclude lights. This will be a game changer for our project if we switch to H16.

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