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  • Problems with memory consumption

    Hey there,

    I´ve recently made some changes to my volcano shot and decided I wanted to render in one pass, instead of rendering several passes and now I did something and I can´t render the scene anymore.
    It renders fine on my workstation, that has the fastest ethernet connection to the servers.
    The render nodes, which use a slower connection fail most of the times, most likely due to loading/unloading timeouts.
    There are about 15-20 PHX elements in the scene, most of them copies, since I wanted to change the input frames.
    They are all between 50-150 mill voxels.

    So I´m trying to figure out where I went wrong or if I just can´t render everything in one pass...or generally speaking: How to optimize the Phoenix elements for memory consumption.

    I think the first thing I changed was to switch from Volumetric geometry mode to Volumetric mode, since I wouldn´t need the render elements for compositing anymore and figured I could save some render time.
    First thing I´m gonna try now ist to exclude them from reflections, I also use Vraydisplacemnt quite extensively in the shot and I know that I had issues in the past due to that.

    Any other ideas on how to render the Phoenix elements more memory efficient?

    I just did a quick test and with the phoenix elements turned off, the scene renders with no issues in 20 Minutes instead of 2-3 hours...
    Last edited by ben_hamburg; 15-10-2018, 01:01 AM.

  • #2
    Hey,

    In order to reduce memory usage, you can:
    - Disable the Optimize big volumetric grids option - this will cause longer render times.
    - Disable the Phoenix light cache, likely at the expense of longer render times.
    - Disable grid-based self-shadowing - switch to ray-traced. This will change the look of the simulation too, and make it slower.

    However, I am not sure I understand why reducing memory would help the nodes to not time out anymore. Are you absolutely positive that this is what causes nodes to not render?

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      I'm not absolutely positive, but I'm now rendering in two passes: geometry and PHX.
      Since I'm also using an empty Phoenix grid as environment fog and I haven't figured out to make it invisible to camera and only affect the other PHX grids, this will pose a bit of a composting challenge, but now all nodes render fine as it seems.
      I will have to check back later.
      I also had some of the grids replaced with other caches, where I had uprezzed the Sims to about 300 mill voxels, but reverting to the smaller caches didn't help.
      Not sure what the issue was, I probably also should update to the latest daily, haven't done that in a while...

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      • #4
        Hmm, roger - a latest nightly could help a thing or two as well...
        Svetlin Nikolov, Ex Phoenix team lead

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