Heya Folks!
We've had our first job in where we've had a tonne of very large environment extensions and the odd all cg establishing shot. Since there's so much detail we've proxied everything to make our main working scenes smaller. We've used a lot of forest and railclone for layout and have some very large cache files for pirate ships. The supplied ship models have a tonne of udims which we've cut down to about 20 tiles and the textures were converted into multires exr files. As you'd expect, rendering a single frame locally is okay but your frame time jumps massively when you send it to the farm and have 40 machines all trying to pull the same cache files at the same time. Rendering a frame is around 20 - 30 gigs of memory. Have you guys done any internal profiling of setups like this and come up with any guidelines on how to profile and configure a network and storage for best performance with this?
On slightly related notes, if you use light cache as a secondary gi method, it'll calculate GI for the entire shot in one go. I presume this kind of removes one of the benefits of the vray proxy since it can't be lazy loaded as needed, likewise with all the textures for a scene needing to load in right at the start and thus making everything very sluggish at the start?
Lastly, what type of penalty is expected for mip mapping? I presume it checks every texture space every frame for accuracy, would this cause a lot of overhead for a scene where you'd have hundreds of proxies using mip mapping or is it a fairly fast process? Or is it more like the older days of the vray proxy where mip mapping is a facility to render shots that you couldn't otherwise fit into system memory but causes significant slow downs?
Cheers!
John
We've had our first job in where we've had a tonne of very large environment extensions and the odd all cg establishing shot. Since there's so much detail we've proxied everything to make our main working scenes smaller. We've used a lot of forest and railclone for layout and have some very large cache files for pirate ships. The supplied ship models have a tonne of udims which we've cut down to about 20 tiles and the textures were converted into multires exr files. As you'd expect, rendering a single frame locally is okay but your frame time jumps massively when you send it to the farm and have 40 machines all trying to pull the same cache files at the same time. Rendering a frame is around 20 - 30 gigs of memory. Have you guys done any internal profiling of setups like this and come up with any guidelines on how to profile and configure a network and storage for best performance with this?
On slightly related notes, if you use light cache as a secondary gi method, it'll calculate GI for the entire shot in one go. I presume this kind of removes one of the benefits of the vray proxy since it can't be lazy loaded as needed, likewise with all the textures for a scene needing to load in right at the start and thus making everything very sluggish at the start?
Lastly, what type of penalty is expected for mip mapping? I presume it checks every texture space every frame for accuracy, would this cause a lot of overhead for a scene where you'd have hundreds of proxies using mip mapping or is it a fairly fast process? Or is it more like the older days of the vray proxy where mip mapping is a facility to render shots that you couldn't otherwise fit into system memory but causes significant slow downs?
Cheers!
John
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