Hi Guys.
So, on our previous batch of small commercials we made extensive use of the ALshader because we found favorable speeds when using SSS.
Our look development and tests were done in our asset scenes with the shaders directly attached to Maya geometry and all was lovely.
Then we did experience some sudden slowdowns when we hit shot production, but the artists put it down to increased complexities and needed sampling changes and time was tight as usual
Then today they started prepping for the next show, and they now very clearly noticed that there was a very large rendertime difference between rending our assets in "maya geometry mode"(maya reference of the alembic file) and doing it though a VrayProxy node.
I had a look into it since it was very strange and very obvious that there were some kind of issue.
My investigation leads me to believe that that our rendertime increase were caused by the SSS on the ALshaders when assigned to Vray Proxy nodes.
There seems to be a crazy increase in raycasting when rendering through the vrayProxy node.
Ive made a tiny test scene(attached here, just hide one sphere and press render) using mostly the default settings of the ALshader.
A simple maya sphere with an AL shader( with SSS ) is rendered as maya geometry and then the same shader is attached to a proxy node loading an alembic file of same said sphere.
The rendering stats are
Maya Geometry
[2018/Apr/6|20:32:26] V-Ray: Number of raycasts: 1166864 (2.25 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Camera rays: 1166864 (2.25 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Shadow rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:26] V-Ray: GI rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Reflection rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Refraction rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Unshaded rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Number of light evaluations: 369431 (0.71 per pixel)
Vray Proxy
[2018/Apr/6|20:32:43] V-Ray: Number of raycasts: 12569455 (24.25 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Camera rays: 3914793 (7.55 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Shadow rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:43] V-Ray: GI rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Reflection rays: 3388374 (6.54 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Refraction rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Unshaded rays: 5266288 (10.16 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Number of light evaluations: 5266445 (10.16 per pixel)
That... seems a bit dodgy.
For some reason there are suddenly reflection rays and unshaded rays being introduced, together with a higher amount of camera rays for some odd reason.
The proxy geometry goes in as dynamic geometry and not static, but other than that I dont see any other particular differences in how things are handled (from my point of knowledge)
I tried skipping the VrayMeshMaterial though a direct assignment, but that still results in the same.
Ive also been looking for sampling overrides or other things on the vray proxy(subdivision, normals, whatever) that could in any way have a potential influence, but to no luck.
Rendertime goes from a second to a few seconds in this example, but on our larger production assets it becomes quite the increase in time.
We use Maya 2018 on Windows, vray 3.6004 and I've also tried the latest nightly build (vray_adv_36004_maya2018_x64_28160_zip) which gives exactly the same results in terms of raycasts and light evaluations.
Hope there is somebody out there who might know what the cause might be. My guys would love getting some speed back into the renders for this next batch
In case others might be using the ALshader together with vrayProxy nodes I figured I would bring it up here on the forum instead of doing a support email.
So, on our previous batch of small commercials we made extensive use of the ALshader because we found favorable speeds when using SSS.
Our look development and tests were done in our asset scenes with the shaders directly attached to Maya geometry and all was lovely.
Then we did experience some sudden slowdowns when we hit shot production, but the artists put it down to increased complexities and needed sampling changes and time was tight as usual
Then today they started prepping for the next show, and they now very clearly noticed that there was a very large rendertime difference between rending our assets in "maya geometry mode"(maya reference of the alembic file) and doing it though a VrayProxy node.
I had a look into it since it was very strange and very obvious that there were some kind of issue.
My investigation leads me to believe that that our rendertime increase were caused by the SSS on the ALshaders when assigned to Vray Proxy nodes.
There seems to be a crazy increase in raycasting when rendering through the vrayProxy node.
Ive made a tiny test scene(attached here, just hide one sphere and press render) using mostly the default settings of the ALshader.
A simple maya sphere with an AL shader( with SSS ) is rendered as maya geometry and then the same shader is attached to a proxy node loading an alembic file of same said sphere.
The rendering stats are
Maya Geometry
[2018/Apr/6|20:32:26] V-Ray: Number of raycasts: 1166864 (2.25 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Camera rays: 1166864 (2.25 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Shadow rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:26] V-Ray: GI rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Reflection rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Refraction rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Unshaded rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:26] V-Ray: Number of light evaluations: 369431 (0.71 per pixel)
Vray Proxy
[2018/Apr/6|20:32:43] V-Ray: Number of raycasts: 12569455 (24.25 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Camera rays: 3914793 (7.55 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Shadow rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:43] V-Ray: GI rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Reflection rays: 3388374 (6.54 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Refraction rays: 0 (0.00 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Unshaded rays: 5266288 (10.16 per pixel)
[2018/Apr/6|20:32:43] V-Ray: Number of light evaluations: 5266445 (10.16 per pixel)
That... seems a bit dodgy.
For some reason there are suddenly reflection rays and unshaded rays being introduced, together with a higher amount of camera rays for some odd reason.
The proxy geometry goes in as dynamic geometry and not static, but other than that I dont see any other particular differences in how things are handled (from my point of knowledge)
I tried skipping the VrayMeshMaterial though a direct assignment, but that still results in the same.
Ive also been looking for sampling overrides or other things on the vray proxy(subdivision, normals, whatever) that could in any way have a potential influence, but to no luck.
Rendertime goes from a second to a few seconds in this example, but on our larger production assets it becomes quite the increase in time.
We use Maya 2018 on Windows, vray 3.6004 and I've also tried the latest nightly build (vray_adv_36004_maya2018_x64_28160_zip) which gives exactly the same results in terms of raycasts and light evaluations.
Hope there is somebody out there who might know what the cause might be. My guys would love getting some speed back into the renders for this next batch
In case others might be using the ALshader together with vrayProxy nodes I figured I would bring it up here on the forum instead of doing a support email.
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