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  • Reducing "compiling geometry.." time

    Hey,

    Some objects in my scene spend ages "compiling geometry" at render times, others go straight through. Their poly counts are similar though, so i'm wondering what slows this down, and is there any way to optermize it?

    Cheers!

    Nick D

  • #2
    Hi,

    Can you send us the slow scene?

    /Teodor
    V-Ray developer

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    • #3
      This project is under NDA, so sadly i can't

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      • #4
        Hm, this will make it harder to debug

        Have you tried to isolate the slow objects in the scene?
        Do you have some animations, expressions or some history in the slow objects?
        And what kind of objects do you have? Meshes, subdivs, NURBS, particles?
        V-Ray developer

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        • #5
          most of the case i had here was the number of poly, or subd models, like T. said u need to give us some details about the scene...

          p.s. if u want to speed up ur scene, u can convert some of ur models in the scene into vrproxy -> that will speed up more than 90% of converting time

          cheers

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          • #6
            p.s. if u want to speed up ur scene, u can convert some of ur models in the scene into vrproxy -> that will speed up more than 90% of converting time
            If they supported displacment, I would.

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            • #7
              U can always bake the displacement (just subdivide in viewporf if u can go high enought) and export that heavy mode.
              CGI - Freelancer - Available for work

              www.dariuszmakowski.com - come and look

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              • #8
                i think that vlado is working on that solution, so u can apply disp on a proxy...

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                • #9
                  Perhaps there are a lot of calculations involved in computing the final mesh for those slow objects. If the objects have any history, you could try to collapse it; if the mesh is deforming you could try to cache it.

                  Best regards,
                  Vlado
                  I only act like I know everything, Rogers.

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                  • #10
                    What would be ideal in the future is to use vrProxis as a geo cache format, eg just take our animation and spit out vrProxies. It would make lighting super fast. Displacment is the only thing holding us back from doing this (we really need to displace at render time).

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                    • #11
                      The vray proxy as a cache would be really nice. And it would be top notch if those could be transferrable to and from other packages. So maybe we could shuffle the cinema4d mograph stuff to maya one day
                      But yes, displacement is important.

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                      • #12
                        Originally posted by ndeboar View Post
                        What would be ideal in the future is to use vrProxis as a geo cache format, eg just take our animation and spit out vrProxies.
                        We could to that, but there are already a number of similar initiatives (Alembic, XMesh) dedicated to this task and already being implemented across various 3d packages. I'm not sure we have the resources for such a thing.

                        Best regards,
                        Vlado
                        I only act like I know everything, Rogers.

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                        • #13
                          Then maybe the other way around and support alembic as a proxy format?

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                          • #14
                            Originally posted by pechart View Post
                            Then maybe the other way around and support alembic as a proxy format?
                            +1 for an alembic procedural!!!!
                            OLIVER MARKOWSKI - Head of 3D at RISE | Visual Effects Studios

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                            • #15
                              Originally posted by pechart View Post
                              Then maybe the other way around and support alembic as a proxy format?
                              This is doable certainly and is somewhere on the "to do" list But in the meantime, the Alembic implementation in Maya should do the job just fine.

                              Best regards,
                              Vlado
                              I only act like I know everything, Rogers.

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