im doing a relatively simple pflow sim, but using sprite ( camera facing flat) particles,with a vraylightmtl, soft edge opacity map, many particles to give a soft look. nothing else in the scene really, no lights, gi etc.
i was interested how the gpu would handle it, but to my surprise, it renders barely any faster than the production renderer, if not a touch slower (ive not let frames finish to compare accurately.)
this is comparing a titan x to a single 3930k 6 core.
im excluding the pflow prep time from my assesment, talking about the actual rendering.
is this just one of those cases? or is there anything i can do to optimise.?
edit: ok so my test was actually done before i tried using "facing particles" with a soft edge, and before i tried using cache to disk to speed up pflow rendering... 2 things:
a) pflow "cache to disk" works fine in production renderer, but renders blank with rt gpu.
b) with cache disabled, i get a render, but the facing particles render without opacity mapping. i dont know yet if this is due to the particle type, or unsupported opacity mapping in the lightmtl (although it states lightmtl is supported apart from "direct" in the help files)
edit- its the opacity mapping on the lightmtl that is not supported.
i was interested how the gpu would handle it, but to my surprise, it renders barely any faster than the production renderer, if not a touch slower (ive not let frames finish to compare accurately.)
this is comparing a titan x to a single 3930k 6 core.
im excluding the pflow prep time from my assesment, talking about the actual rendering.
is this just one of those cases? or is there anything i can do to optimise.?
edit: ok so my test was actually done before i tried using "facing particles" with a soft edge, and before i tried using cache to disk to speed up pflow rendering... 2 things:
a) pflow "cache to disk" works fine in production renderer, but renders blank with rt gpu.
b) with cache disabled, i get a render, but the facing particles render without opacity mapping. i dont know yet if this is due to the particle type, or unsupported opacity mapping in the lightmtl (although it states lightmtl is supported apart from "direct" in the help files)
edit- its the opacity mapping on the lightmtl that is not supported.
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