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  • Compiling Geometry

    Hi,

    Phoenix FD 3.14.00 (May 14 2019), Vray Build 4.12.02 (V-Ray Next, update 1.1 official) (1 July 2019), Maya 2018.6

    I Have a test render stuck at "Compiling Geometry...". As it's not the first time it happens I thought I'd ask what is the principal cause.
    7M foam, 161K splashes, 2.6M mist.

    Is it principally due to the number of particles ?
    www.mirage-cg.com

  • #2
    Hey,

    Does it finish at all or it's stuck forever? From the screenshot your RAM looks good, but could it be that you run out of RAM?

    If you're using Progressive - does it help if you switch to Bucket mode?

    Cheers,
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

    Comment


    • #3
      Some more info which might help - this phase is usually where the ocean mesh is built, so if it just takes long, but finishes, then you can speed it up by reducing the ocean subdivisions. If it does not finish, check drive c, phoenixfd directory, immediately after the hang - the phoenix log there might contain any errors or warnings that could help.
      Svetlin Nikolov, Ex Phoenix team lead

      Comment


      • #4
        Hi,

        thanks for the answers. Yes RAM was good at 50%. I had to kill Maya after 20min, I didn’t want to wait more.
        i’m using Progressive also.
        i will try again same view tomorrow.
        after the crash, I used 50% of the foam particles and it seemed to work, but I had to leave office.
        will give more info tomorrow. I think it is related to the number of particles...
        www.mirage-cg.com

        Comment


        • #5
          Ah, okay, gathering particles is single threaded in Maya opposed to 3ds Max, so maybe this is taking long. If you could attach the scene, it would help. Otherwise, georgi.zhekov , please link this thread to the issue and double its value, so we check it earlier. Thanks guys!
          Svetlin Nikolov, Ex Phoenix team lead

          Comment


          • #6
            here it's hanging again since 5 minutes at 96%. [EDIT: it started Lightcache after 10 min]. End of Log:

            PhoenixFrameData refCount++ BE82BE80 2, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount-- BE82BE80 1, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount++ BE82BE80 2, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount-- BE82BE80 1, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount++ BE82BE80 2, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount-- BE82BE80 1, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount++ BE82BE80 2, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount-- BE82BE80 1, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount++ BE82BE80 2, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount-- BE82BE80 1, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount++ BE82BE80 2, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount-- BE82BE80 1, I:0, Y:\YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixParticleShaderPlugin:reRenderBegin setGlobalThreadManager
            PhoenixSimPlugin:reRenderBegin setGlobalThreadManager
            PhoenixCachePlugin:reRenderBegin setGlobalThreadManager
            PhoenixParticleShaderPlugin:reRenderBegin setGlobalThreadManager
            PhoenixParticleShaderPlugin:reRenderBegin setGlobalThreadManager
            PhoenixFrameData refCount=1 BE826200 1, I:0, Y:/YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            frame loaded Y:/YachtSIM/speedboat_30knots_03/Speedboat_30knots03_####.aur, 81000
            VolumeShader::setGridSize: 1400 600 74
            PhoenixFrameData refCount++ BE826200 2, I:0, Y:/YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            PhoenixFrameData refCount++ BE826200 3, I:0, Y:/YachtSIM/speedboat_30knots_03/Speedboat_30knots03_0081.aur
            build tree 12448050 mode:1
            particles 2348049, negativeDisplacement:2348049 bbox:-3748.627441 -3147.471924 -4819.735840 / 3424.375732 -2055.861328 -1645.310913
            Build Mesh: march cubes build smap:0.022570
            Build Mesh: march cubes vertices:0.161315
            Build Mesh: march cubes interest:0.035774
            Build Mesh: march cubes conn time: 0.080624 result vertices:1008944 triangles:2013474
            Build Mesh: extend vrt:6869570 trg:13719262 border:9078 time 17.050298
            Build Mesh: new trg:0.477965
            Build Mesh: extend time 20.449982 vertices:7878514 triangles:15744307


            Log from the output window:


            [2019/Jul/30|13:42:57] V-Ray: Phoenix FD Particle Shader - total 2348049 particles.
            [2019/Jul/30|13:42:57] V-Ray: (Estimated time remaining: ...): 0 % completed
            [2019/Jul/30|13:42:57] V-Ray: Phoenix FD Particle Shader - building tree...
            [2019/Jul/30|13:42:58] V-Ray: (Estimated time remaining: 0h 0m 4.5s): 12 % completed
            [2019/Jul/30|13:42:59] V-Ray: (Estimated time remaining: 0h 0m 5.4s): 20 % completed
            [2019/Jul/30|13:42:59] V-Ray: (Estimated time remaining: 0h 0m 4.9s): 30 % completed
            [2019/Jul/30|13:43:01] V-Ray: (Estimated time remaining: 0h 0m 4.9s): 41 % completed
            [2019/Jul/30|13:43:02] V-Ray: (Estimated time remaining: 0h 0m 4.3s): 50 % completed
            [2019/Jul/30|13:43:03] V-Ray: (Estimated time remaining: 0h 0m 3.5s): 60 % completed
            [2019/Jul/30|13:43:04] V-Ray: (Estimated time remaining: 0h 0m 2.8s): 70 % completed
            [2019/Jul/30|13:43:05] V-Ray: (Estimated time remaining: 0h 0m 2.0s): 80 % completed
            [2019/Jul/30|13:43:07] V-Ray: (Estimated time remaining: 0h 0m 1.1s): 90 % completed
            [2019/Jul/30|13:43:11] V-Ray: (Estimated time remaining: 0h 0m 0.0s): 100 % completed
            [2019/Jul/30|13:43:12] V-Ray: (Estimated time remaining: -597h -32m -23.8s): 0 % completed
            [2019/Jul/30|13:43:12] V-Ray: Compiling geometry...
            [2019/Jul/30|13:43:12] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 10 % completed
            [2019/Jul/30|13:43:12] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 20 % completed
            [2019/Jul/30|13:43:12] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 30 % completed
            [2019/Jul/30|13:43:12] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 40 % completed
            [2019/Jul/30|13:43:12] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 50 % completed
            [2019/Jul/30|13:43:12] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 60 % completed
            [2019/Jul/30|13:43:12] V-Ray: (Estimated time remaining: 0h 0m 0.0s): 70 % completed
            [2019/Jul/30|13:43:12] V-Ray: (Estimated time remaining: 0h 0m 0.0s): 80 % completed
            [2019/Jul/30|13:43:12] V-Ray: (Estimated time remaining: 0h 0m 0.0s): 90 % completed
            [2019/Jul/30|13:53:45] V-Ray: Using Embree ray tracing.
            [2019/Jul/30|13:53:45] V-Ray: (Estimated time remaining: ...): 0 % completed
            [2019/Jul/30|13:53:45] V-Ray: Building Embree static accelerator...
            [2019/Jul/30|13:53:47] V-Ray: (Estimated time remaining: 0h 0m 13.8s): 12 % completed
            [2019/Jul/30|13:53:47] V-Ray: (Estimated time remaining: 0h 0m 7.0s): 22 % completed
            [2019/Jul/30|13:53:47] V-Ray: (Estimated time remaining: 0h 0m 4.7s): 31 % completed
            [2019/Jul/30|13:53:47] V-Ray: (Estimated time remaining: 0h 0m 2.8s): 45 % completed
            [2019/Jul/30|13:53:47] V-Ray: (Estimated time remaining: 0h 0m 2.3s): 51 % completed
            [2019/Jul/30|13:53:47] V-Ray: (Estimated time remaining: 0h 0m 1.6s): 60 % completed
            [2019/Jul/30|13:53:47] V-Ray: (Estimated time remaining: 0h 0m 0.9s): 74 % completed
            [2019/Jul/30|13:53:48] V-Ray: (Estimated time remaining: 0h 0m 0.6s): 81 % completed
            [2019/Jul/30|13:53:48] V-Ray: (Estimated time remaining: 0h 0m 0.3s): 90 % completed
            [2019/Jul/30|13:53:48] V-Ray: (Estimated time remaining: 0h 0m 0.0s): 100 % completed
            [2019/Jul/30|13:53:48] V-Ray: Building Embree static trees took 2072 milliseconds, memory used 1990.68 MB
            [2019/Jul/30|13:53:48] V-Ray: Building Embree dynamic geometry tree...
            [2019/Jul/30|13:53:48] V-Ray: Embree dynamic geometry tree contains 0 primitives.
            [2019/Jul/30|13:53:48] V-Ray: Embree dynamic geometry tree built in 1.04 ms.
            [2019/Jul/30|13:53:48] V-Ray: Embree dynamic geometry tree takes 0.00 MB.
            [2019/Jul/30|13:53:48] V-Ray: Using 0.76 MB for adaptive lights buffer
            [2019/Jul/30|13:53:48] V-Ray: Building light cache.
            [2019/Jul/30|13:53:48] V-Ray: Tracing 4000000 image samples for light cache in 64 passes.
            [2019/Jul/30|13:53:48] V-Ray: Using 63.53 MB for light cache preview buffer
            [2019/Jul/30|13:53:48] V-Ray: Building light cache...
            [2019/Jul/30|13:53:48] V-Ray: Bitmap file "......................../sand1b.jpg" loaded.
            [2019/Jul/30|13:53:48] V-Ray: Bitmap file "...................../reef_mask1.jpg" loaded.
            [2019/Jul/30|13:53:48] V-Ray: Bitmap file "........................./reef.tga" loaded.
            [2019/Jul/30|13:53:48] V-Ray: Bitmap file "......................../reef_mask2.jpg" loaded.
            [2019/Jul/30|13:53:48] V-Ray: Bitmap file "........................../reef4b.jpg" loaded.
            [2019/Jul/30|13:53:49] V-Ray: Bitmap file "......................./reef_mask1b.jpg" loaded.
            [2019/Jul/30|13:53:49] V-Ray: Bitmap file "......................./reef2b.jpg" loaded.
            [2019/Jul/30|13:53:59] V-Ray: (Estimated time remaining: 0h 1m 35.6s): 10 % completed
            [2019/Jul/30|13:54:06] V-Ray: (Estimated time remaining: 0h 1m 9.5s): 20 % completed
            [2019/Jul/30|13:54:11] V-Ray: (Estimated time remaining: 0h 0m 52.6s): 30 % completed
            [2019/Jul/30|13:54:15] V-Ray: (Estimated time remaining: 0h 0m 40.3s): 40 % completed
            [2019/Jul/30|13:54:19] V-Ray: (Estimated time remaining: 0h 0m 30.9s): 50 % completed
            [2019/Jul/30|13:54:23] V-Ray: (Estimated time remaining: 0h 0m 23.0s): 60 % completed
            [2019/Jul/30|13:54:26] V-Ray: (Estimated time remaining: 0h 0m 16.3s): 70 % completed
            [2019/Jul/30|13:54:30] V-Ray: (Estimated time remaining: 0h 0m 10.4s): 80 % completed
            [2019/Jul/30|13:54:33] V-Ray: (Estimated time remaining: 0h 0m 5.0s): 90 % completed
            [2019/Jul/30|13:54:37] V-Ray: Merging light cache passes.
            [2019/Jul/30|13:54:37] V-Ray: Merging light cache passes...
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 20 % completed
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 44 % completed
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.0s): 76 % completed
            [2019/Jul/30|13:54:37] V-Ray: Light cache contains 3792 samples.
            [2019/Jul/30|13:54:37] V-Ray: Light cache base memory usage is 7.3 MB.
            [2019/Jul/30|13:54:37] V-Ray: Prefiltering light cache.
            [2019/Jul/30|13:54:37] V-Ray: Prefiltering light cache...
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 10 % completed
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 20 % completed
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 30 % completed
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 40 % completed
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 50 % completed
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.1s): 60 % completed
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.0s): 70 % completed
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.0s): 80 % completed
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: 0h 0m 0.0s): 90 % completed
            [2019/Jul/30|13:54:37] V-Ray: Average rays per light cache sample: 83.58 (min 1, max 442)
            [2019/Jul/30|13:54:37] V-Ray: Using premultiplied light cache.
            [2019/Jul/30|13:54:37] V-Ray: (Estimated time remaining: ...): 0 % completed
            [2019/Jul/30|13:54:37] V-Ray: Rendering image...
            [2019/Jul/30|13:54:37] V-Ray: Start progressive rendering, server mode 0, perform rendering 1
            www.mirage-cg.com

            Comment


            • #7
              Originally posted by Svetlin.Nikolov View Post
              Ah, okay, gathering particles is single threaded in Maya opposed to 3ds Max, so maybe this is taking long.
              too bad
              www.mirage-cg.com

              Comment


              • #8
                Yup, it's one of the most important todo tasks. Will bump the thread when it's implemented. However, still not completely sure if we are talking about the same thing - it will take just one cpu thread and will eventually finish, but if you get infinitely stuck, then it's something else...
                Svetlin Nikolov, Ex Phoenix team lead

                Comment


                • #9
                  Hi,

                  I tested again same exact scene this morning. Compiling geometry was fast, about 1min. I tested several frames and different views.
                  I will try again with another scene where compiling takes 10min with much less particles. Will check also the settings on the ocean mesh & smoothness.
                  www.mirage-cg.com

                  Comment


                  • #10
                    Oh, if it's not proportional to the number of particles, then it really might be a different thing, especially if there were no changes to the count multiplier or size multiplier, or optimize congestion as well.
                    Svetlin Nikolov, Ex Phoenix team lead

                    Comment


                    • #11
                      Originally posted by Svetlin.Nikolov View Post
                      Yup, it's one of the most important todo tasks. Will bump the thread when it's implemented. However, still not completely sure if we are talking about the same thing - it will take just one cpu thread and will eventually finish, but if you get infinitely stuck, then it's something else...
                      Compiling geometry really takes a long time, sometimes. Going slowly down to 10% CPU usage, then suddenly going up again when it's close to finish. Would be great if you can implement the multithreaded compiling in Maya.
                      www.mirage-cg.com

                      Comment

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