To gage different performance gains while using VFB, I have used a cloner with couple of shapes.
To force scene changes, I'd toggle random cloner modifier On and Off. I'd then see how long it'd take for the wheel of death on C4D to go away.
My Discoveries:
To force scene changes, I'd toggle random cloner modifier On and Off. I'd then see how long it'd take for the wheel of death on C4D to go away.
My Discoveries:
- If there's changes in the scene which could lead to some form of geometry changes,
it's quicker to just stop the VFB, make the change and then start it. In complex scene, the wheel of death can linger for a while otherwise. - If you don't have any of the v-ray materials assigned to cloned objects, any updates to the cloner would take effect immediately,
adding ANY material to cloned objects leads to excess delays during scene refresh. Unless see #1 above - If you're looking for a quick scene change with VFB running, enable 'Material Override' C4D option in render settings window. That will remove all V-Ray materials off all the objects and consequently by pass whatever bug that's causing scene refresh delays to happen.
- Applying material to Cloner object VS applying material to the object it self, increases scene refresh by at least 200%! So apply the material directly to the object. OR see bellow
- Putting Cloner inside a NULL, applying material tag to the NULL, appears to be equivalent to applying material tag directly to the object.
- If you wish to stare at the wheel of death for a while, Uncheck "Tile" in Material Tag. Without the Tile option enabled, performance nose dives. I did not have the testicular fortitude in seeing how long it'd take if it was to be combined with my #2 test.
- No matter what settings are chosen for rendering, wheel of death does not seem to be affected by it. Turning off all costly rendering options, even deleting all of the scene lights, does nothing to stop the hanging. This issue appears to be related to Embree Dynamic Tree rebuilding + ANY (other than default) V-Ray and/or Standard C4D material + a hint of Material Tag / UV calculation.
- Using output all in V-Ray log is very verbose. At this point it's useless in using V-Ray log to troubleshoot this particular issue, due to 'Embree Dynamic Tree rebuilding' being a verbose-less black hole, void of log output.
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