Hi,
I recently encountered a problem with rendering ocean. Especially on shots where you can see far into the horizon, some frames take up to 6 times longer than others to render.
While the rendering itself is pretty fast, the part of "Building static raycast accelerator" is what seems to makes the difference.
Its just weird, that it only occurs on some frames and not on others and all the render nodes have the same amount of RAM available (32GB).
I think it only started when I upped the skyline subdivisions to get rid of the noisy horizon and I remember Ivaylo mentioning, that you fixed something regarding the horizon subdivisions in a recent nightly build, so maybe you could tell me in which nightly build this was fixed, so I know if I´m simply missing the update or if its some other problem.
Dynamic memory is set to half of the render nodes memory (16GB), but since default geometry is set to "static" this shouldn´t be an issue anyways, right?
I recently encountered a problem with rendering ocean. Especially on shots where you can see far into the horizon, some frames take up to 6 times longer than others to render.
While the rendering itself is pretty fast, the part of "Building static raycast accelerator" is what seems to makes the difference.
Its just weird, that it only occurs on some frames and not on others and all the render nodes have the same amount of RAM available (32GB).
I think it only started when I upped the skyline subdivisions to get rid of the noisy horizon and I remember Ivaylo mentioning, that you fixed something regarding the horizon subdivisions in a recent nightly build, so maybe you could tell me in which nightly build this was fixed, so I know if I´m simply missing the update or if its some other problem.
Dynamic memory is set to half of the render nodes memory (16GB), but since default geometry is set to "static" this shouldn´t be an issue anyways, right?
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