johnLIC Posted January 27, 2018 Share Posted January 27, 2018 I have a cached pyro sim I'm trying to render. When I render a test frame in the render view panel it takes about a minute. That's using the mantra node, without preview on, using micropolygons, with 2 pixel samples, noise level = 5, and other stuff turned down for fast rendering. I clicked "render to disk in background" and it's been running for 32 minutes, and doesn't seem like it's going to stop any time soon. This is a fresh mantra node. The previous one was just as bad. I've got two 2048x2048 depth maps for shadows. Could that be the problem? I'm stumped, but I've got 600+ frames to render, so any help appreciated. Quote Link to comment Share on other sites More sharing options...
Atom Posted January 27, 2018 Share Posted January 27, 2018 (edited) Mantra is just slow, especially if you want clean renders. Your time reporting seems normal to me. I am sure there are some ways to speed that up but don't expect viewport render speeds out of Mantra. Edited January 27, 2018 by Atom Quote Link to comment Share on other sites More sharing options...
johnLIC Posted January 27, 2018 Author Share Posted January 27, 2018 Yeah, I guess you're right. I can't even get a crappy frame out in under 15 minutes. Does anyone have a script that will render a frame in the renderview, write it out to disk, and then advance to the next frame? I don't have 300 CPU hours available, and I really could use the renderview frames, at least for now. I'm looking at a list of Python commands now.... Quote Link to comment Share on other sites More sharing options...
Atom Posted January 27, 2018 Share Posted January 27, 2018 There is an OpenGL ROP that let's you render the viewport with a few options. Check out this link. Quote Link to comment Share on other sites More sharing options...
johnLIC Posted January 27, 2018 Author Share Posted January 27, 2018 Thanks! This is great! Quote Link to comment Share on other sites More sharing options...
johnLIC Posted January 28, 2018 Author Share Posted January 28, 2018 (edited) Well, openGL is not as pretty as the renderview images, so I kept looking, and found this awesome script: https://github.com/ArthurYidi/Houdini-Quick-IPR-Preview Here are complete instructions, not long, but maybe not intuitive for everyone... I put the two .py files in this directory, then restarted Houdini: /opt/hfs16.0/houdini/python2.7libs I imported the new modules in a Python shell in Houdini: import tiff import renderIPR This script needs to know the name of your Render View. In the Python Shell I did this: p = hou.ui.paneTabs() print p and then inspected the contents of p manually (well, with my eyes, so... visually?). In my case the Render View pane was p[3], like this: <hou.IPRViewer panetab3>. Knowing the name of the Render View pane, I created an IPR object, as defined in the file renderIPR.py. I named it J: J = renderIPR.IPR(p[3]) I set the frame range for a quick test: J.setFrameRange(0,10,1) The first time I tried: J.render() it failed saying invalid plane. It was looking for the color plane in the Render View, but I hadn't rendered anything yet. I rendered one frame with the "render" button in the UI, then tried: J.render() again, and it worked! It made a render directory and dumped 10 frames in there. I hope this is helpful to anyone wanting to save out a render view frame sequence. Edited January 28, 2018 by johnLIC Quote Link to comment Share on other sites More sharing options...
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