Originally posted by glorybound
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Progressive VS. Bucket for Final
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To get back to the topic, I just made some more tests. The image I rendered was this, lots of motion blut on the entire image. Bucket took 48 minutes, while progressive took only 29 minutes. I have to say that bucket had immense "stuck bucket syndrome" on the headlights, though. So there really is a benefit for progressive.
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Interesting observation. Wouldn't it be cool if Vray knew upfront which parts of the image would need lots of sampling and dynamically split big buckets into smaller ones in these particular places? But now that I think of it, maybe it hasn't been done so far because it's impossible or has more downsides than upsides?Aleksandar Mitov
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Originally posted by Alex_M View PostInteresting observation. Wouldn't it be cool if Vray knew upfront which parts of the image would need lots of sampling and dynamically split big buckets into smaller ones in these particular places? But now that I think of it, maybe it hasn't been done so far because it's impossible or has more downsides than upsides?
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Vlado talked on CG Garage some time ago, about using LC for dynamic bucket splitting to solve this issue. GPU buckets are much faster though, and with hybird rendering you get even smaller buckets for CPU
I haven't ran into stuck buckets for a long time, will probably stick to bucket mode for now
Still it is impressive that in Vray it is totally up to the user to choose between progressive/Bucket, they are both fast enough and no major limitations
.. In RS, progressive mode doesn't use any kind of adaptivity, no biased GI ,all sampling settings are ignored, point cloud SSS will render as Raytraced SSS(will not look the same)
In Cycles, progressive mode is terribly slower compared to Bucket mode, but both will give the same result,
Other GPU renderers are only progressive so you will need to render high res. images in tiles..
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Originally posted by Muhammed_Hamed View PostV
I haven't ran into stuck buckets for a long time
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Originally posted by kosso_olli View Post
I run into stuck buckets all the time. Mostly on parts with high refraction depth like headlights.
Anything I can try, or should I call the customer to forget the animation and settle for stills only?
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On the latest frame, I got over 18 hours rendering time with bucket rendering. I switched to CUDA progressive rendering which gave frame time of 26 minutes. However there was no foam on the rendering and I saw some artefacts too. The quality of the rendering is not usable at all when compared to CPU bucket rendering results.
I will test next iterative mode.
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Originally posted by Alex_M View PostI hope that my criticism didn't bring any hard feelings.
The criticism is however well aimed, and worthy of working on for me.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by Muhammed_Hamed View PostI was talking about Bucket with Cuda engine, They never get stuck..
To get back to the topic, I just made some more tests. The image I rendered was this, lots of motion blut on the entire image. Bucket took 48 minutes, while progressive took only 29 minutes. I have to say that bucket had immense "stuck bucket syndrome" on the headlights, though. So there really is a benefit for progressive.
Interesting that progressive did better in your test, what was the original render resolution?Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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For quick setup, progressive is awesome on my main machine, but once I tick distributed rendering, my rendering times soar. I just stopped one that was going to take 1 hour 40 minutes. I set it to a bucket render and it'll take 12 minutes. I don't know why this happens and if progressive is even supposed to be used with DR, but it doesn't work well here. Vlado mentioned that it might be elements, which I haven't tried turning off yet.Bobby Parker
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Always buckets for final renderings here. Progressive still can't top buckets off for that, at least for my use cases. Better speed, CPU and RAM utilization. I only use Progressive for previews because I can stop it at any time and still have the full image.Last edited by Alex_M; 04-03-2019, 01:32 PM.Aleksandar Mitov
www.renarvisuals.com
office@renarvisuals.com
3ds Max 2023.2.2 + Vray 7 Hotfix 1
AMD Ryzen 9 9950X 16-core
96GB DDR5
GeForce RTX 3090 24GB + GPU Driver 566.14
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Originally posted by glorybound View PostFor quick setup, progressive is awesome on my main machine, but once I tick distributed rendering, my rendering times soar. I just stopped one that was going to take 1 hour 40 minutes. I set it to a bucket render and it'll take 12 minutes. I don't know why this happens and if progressive is even supposed to be used with DR, but it doesn't work well here. Vlado mentioned that it might be elements, which I haven't tried turning off yet.
Often defaults catch people out, as bucket is set to 0.01 NT, while progressive at 0.005, meaning it would take four times the base rendertime, all else being equal.
Second important quirk: defaults also have a different max AA, higher for progressive. This, coupled with the lower noise threshold, will lead to much higher rendertimes.
So, as a general rule of thumb, remember to match AA and noise threshold between engines.Last edited by ^Lele^; 05-03-2019, 04:53 AM.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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