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CPU usage remains very high after rendering locally, even worse with multiple sims, even worse with foam

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  • CPU usage remains very high after rendering locally, even worse with multiple sims, even worse with foam

    Hello all,

    I have noticed a problem that occurs when I am using Phoenix. After rendering an image locally, the CPU percentage remains high after rendering is complete. This is compounded when there are multiple simulators in the scene (even more so if there is foam).

    I can return my CPU usage to normal by resetting Max, or closing the scene, or deleting the Phoenix grids and running a garbage collection (typing gc() into the listener), but unless this is done, the CPUs never go down.

    For projects where I only need a single simulator, this is manageable (a single ship traveling through the ocean, a single fountain shooting out water, etc).

    For projects where there are multiple simulators in one scene, this makes it impossible to render locally. (Rendering over backburner seems to work)

    I created a simple scene to show what is happening. I created 2 ship-like objects that are traveling forward, and 1 ball that falls and splashes. In each case, I used the PhoenixFD toolbar button "Setup an ocean sim for the selected objects" (minor adjustments, mainly just making the grids the same size and resolution).

    Here it is simmed, but I haven't rendered yet (average CPU usage around 10%):
    Click image for larger version

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    And here it is if I render just 1 sim (average CPU usage has jumped to 57% and stays there after rendering completes):
    Click image for larger version

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    And here it is after rendering 2 simulators (CPU remains around 92% after rendering completes):
    Click image for larger version

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    If I try to render all 3 simulators, the CPUs spike up to 100 percent and the rendering process gets stuck here:
    Click image for larger version

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    The same thing happens if I try to render a sim that has no foam, but the effect is greatly diminished. When I have rendered with all 3 simulators, but no foam, the CPUs remain around 63% after rendering completes.


    I have tried turning off the preview in case it was the cause, but it didn't make a difference (not sure if there is a better way to disable the preview):
    Click image for larger version

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    Has anyone else experienced this? Does anyone have a solution? I can't really find any discussion of this phenomenon, aside from a brief mention of CPU spikes relating to GPU previews, but it didn't help me.

    Please advise.

    Thanks.
    ---------
    Jim Lammers
    Trinity Animation, Inc.
    www.trinity3d.com

  • #2
    Which Phoenix's version do you use?

    Comment


    • #3
      Ya. Me have this half a year. Random 100%. Everywhere, even in maya.
      I just can't seem to trust myself
      So what chance does that leave, for anyone else?
      ---------------------------------------------------------
      CG Artist

      Comment


      • #4
        I am using Phoenix 3.04.00, but this is something I have noticed in previous builds too. I can't remember which build I first noticed it in, but I want to say 3. It coincided with being unable to use instanced grids anymore, I recall that.
        Last edited by jpl1040; 25-07-2017, 07:32 AM.
        ---------
        Jim Lammers
        Trinity Animation, Inc.
        www.trinity3d.com

        Comment


        • #5
          I want to mention that we're working on that issue and would need some time because it's a tricky one.

          Comment


          • #6
            Thank you George. Do you have an alternate recommended procedure for locally rendering a scene that has several different fluid sims at once? I supposed it could be rendered in different passes and eventually composited together, but if that's avoidable I prefer to avoid it.
            Last edited by jpl1040; 27-07-2017, 08:14 AM.
            ---------
            Jim Lammers
            Trinity Animation, Inc.
            www.trinity3d.com

            Comment


            • #7
              I have noticed the same issue too.
              After rendering a scene with phoenix, only one grid, simple liquid, no foam or splashes, rendered locally, the CPU stayed at around 75% usage. Only way to get it back to normal was closing 3dsmax. Phoenix 3.04.00 | 3dsmax 2017

              Comment


              • #8
                Hi,

                what's your system configuration?

                Comment


                • #9
                  We managed to reproduce the issue and I hope we'll have a fix soon.

                  Thank you,
                  Georgi Zhekov
                  Phoenix Product Manager
                  Chaos

                  Comment


                  • #10
                    Originally posted by George Barzinski View Post
                    Hi,

                    what's your system configuration?
                    Dual Xeon E5-2680 v2 | 32GB RAM

                    Comment


                    • #11
                      Originally posted by George Barzinski View Post
                      Hi,

                      what's your system configuration?

                      Dual Xeon e5-2680 v3 2.5 GHz, 64 GB ram
                      ---------
                      Jim Lammers
                      Trinity Animation, Inc.
                      www.trinity3d.com

                      Comment


                      • #12
                        Hello,

                        The issue should be fixed in the latest nightly builds. If you download one from today it should work correctly.
                        Georgi Zhekov
                        Phoenix Product Manager
                        Chaos

                        Comment


                        • #13
                          Fantastic! I can't wait to try it out!
                          ---------
                          Jim Lammers
                          Trinity Animation, Inc.
                          www.trinity3d.com

                          Comment


                          • #14
                            Originally posted by georgi.zhekov View Post
                            Hello,

                            The issue should be fixed in the latest nightly builds. If you download one from today it should work correctly.
                            The issue is indeed fixed! Thank you so much!
                            ---------
                            Jim Lammers
                            Trinity Animation, Inc.
                            www.trinity3d.com

                            Comment


                            • #15
                              I have noticed this is also an issue for VrayVolumeGrids. CPU usage will remain high after rendering. I will make a post in the vray category about this as well.
                              ---------
                              Jim Lammers
                              Trinity Animation, Inc.
                              www.trinity3d.com

                              Comment

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