Is parsing real multithread?

Hi,

I did a simple scene, big plane with a lot of trees (CoronaScatter)
The parsing time is 51 seconds, and CPU usage is about 18-20%…
If I disable Multithread parsing, the Parsing time will be 56 seconds and CPU usage is near the same…

Is it a bug. Or isn’t possible to do better?

Thanks =)

it depends on many factor. Do you have avoid collisions on?

With or without, the difference is minimal

WITH COLLISION:
Multithread parsing ON = 51 sec - CPU usage= from 9% to 26%
Multithread parsing OFF = 56 sec - CPU usage= from 9% to 11%

WITHOUT COLLISION:
Multithread parsing ON = 38 sec - CPU usage= from 9% to 26%
Multithread parsing OFF = 46 sec - CPU usage= from 9% to 11%

Can you send the scene to sik@corona-renderer.com? We will take a look

Done,

I tried also with

() 6000 sphere with 100 segments (as a copy) + Plane + CoronaSun+Sky

Same behavior.
with multithread parsing = ON I have some little improvements, but not so much.
And the Max CPU usage is about 25%

I remember when Ondra sent me daily build he coded at last minute night before presentation in AD which first introduced the multi-threaded parsing, it was amazing, 1 minute, went down to few seconds :- )

I also think I notice a bit that parsing slowly crawled back a bit, because my scenes aren’t that different (and I don’t use displacement).

unfortunately over the time we had to make a lot of shit single-threaded again, because… you guessed it! 3ds Max would rarely crash otherwise