I’m having a lot of difficulties with high resolutions. Is this normal for now? I’m rendering in 3500x2300 and it’s very slow. It took me almost 2 days for one render to reach 6% noise. I have a lot of plantation and it’s a big scene, but it seams not normal. In resolution 2880x it renders fine…
c4d r17.055, corona DailyBuild 2017-05-17, dual xeon pc, 32gb ram.
How can I check which objects or areas slows down the scene so I can optimize it? Is there a Multipass channel for this?
Also for exterior shots with plantation I’m using Path Tracing solver. I think this is better right? Thanks
It shouldn’t be a problem. 2 days is really weird… What are your render times up until 6% noise with the 2880x… resolution? And yes, for exteriors, UHD cache should not give any significant benefit.
I’m attaching a screenshot of my scene (in ID channel) to have an idea of my scene size.
You can see the rendering time at the moment is 1:26, 13 Passes rendered, 11,89% noise level.
I think this is kind of normal. The problem is when I want higher resolution…
I can also confirm that once you need to render above a certain resolution like 4096 for example Corona brings my 40-core machine to a stand still… Whole computer becomes very unresponsive… I tried limiting the amount of cores and Corona still get weird and slow at higher resolution renders…
I’m on a i7-4930 but get a similar problem however I’ve found culling down the number of lights really helps on some scenes. Appreciate this isn’t always possible but I noticed a very high light count in the screen grabs, can you reduce this down (even temporarily) to see if that speeds things up?
I use render instances for all plants and trees, or forester plants.
I use for grass, 3 different resolutions of the grass based on the distance from camera (LOD).
I create instances (not render instances) for each corona light that is repeating. (and I add the source light + the instances in the LightSelect…)
I merge as many as possible objects in one.
On the other hand, I have many Light Selects in Corona Multi-pass and I have many objects in the scene, that I turn off depending on the camera I use each time. (Here I try to use the Take system, but as I said in a previous post I have some issues with this. Or I’m not sure if it’s this, but I think it slows down even more the rendering)
Also I’m using Vertex Maps for the scattering (I don’t know if this has to do with the speed…)
Ok now it looks much better.
I unchecked all unused LightSelects and deleted all Takes. I’m not sure if the Takes have to do with it. But the lightselects for sure.
I don’t know about the Utilization of my CPU. Now it is 100%. I didn’t change anything for this. (The Virtualization setting has any affect in the rendering?)
Just to note here that I had more than one Suns, Skies and HDRi in the same LightSelect (see image below - With one of them On at a time). Also in the render that took me almost 2 days I had DOF on, with more lights in the interior (also exterior shot). In this one I have DOF off with just two lights + hdri.
I use very basic passes as you can see. ID, Reflect, ZDepth and lightmix.
I will retry again the other camera and check if the number of lights causes a lot delay. Thanks
@anton taf If I may have a crack at your problem as well… Your disk usage is off the charts in each of your screenshots. That usually happens when you run out of RAM - probably due to the exterior scene and a lot of lights active in lightmix. I do see your RAM is below 90% for the most part but it might have already offloaded most of the content back onto the HDD / SDD drive.
As for problems with Corona being slower when rendering big… I posted a similar topic under General as I have literal VFB / UI slowdowns when I render complex scenes. Funny stuff
Yes I get those slow downs too. I appreciate there are a lot of calcs going on and more pixels to shift but it would be interesting to see if its the same on MAX. I would have thought the 2 corona VFBs would be identical as its all corona? Maybe its something to do with having to sync with the PV? Getting some better save options in the Vfb would mean we could ditch the PV and hopefully improve performance. But im only guessing at that.
Thats the funny thing. 3ds Max works fine for me Smooth even with the IPR. In C4D however, if I render a 3k preview I sometimes (and it seems a bit random) can barely move the render region around.
Do we have (or need) a separate thread or Mantis report for the performance slowdowns anyplace?
I can confirm that on my system, as resolution increases, there are hits to the system performance, where the mouse pointer will slowdown etc. At 2K square I see none, at 4K it’s slight, at 8K noticeable, at 16K very noticeable (and indeed the render just stopped before showing anything, leaving a black VFB).
It does seem related to the updating of the native picture viewer, if I have both open at the same time, whenever the picture viewer refresh gets to the bottom of the window, I experience the lag (lag happens even if the PV is closed, just leaving it open shows that it is related to it refreshing).
Yes that’s it. Very noticeable at full res with lots of layers. But more of an issue when actually tone mapping and tweaking. Even more pronounced with bloom and glare changes. Why is the C4D vfb not just the same as the MAX one? Is it because it saves the settings back to the scene?
The Corona VFB would be the same, looks like the difference would be in copying the results back over to the C4D PV. I have no idea what the Corona VFB does with the Max native viewer, as I never ever open the native Max viewer at all But looking to me more like differences in the native viewers and the sync to them, rather than differences in the Corona VFB.
I’ve uploaded an example from my box. The cursor is fine but everything else isn’t
Oddly, I get similar stuttering when I refresh / tweak certain materials. In that case the whole C4D stutters including the menus. The good thing though is that all of the threads are busy. I get way less stuttering if I limit the thread amount to like 36 and then render but as described in another thread… 36 and lower is the only value that works but thats like half of the threads available here.
I get stuttering (although usually less) when rendering a shader ball as well.
I tried the 3ds max version with the demo (demo max, demo Corona) and its way waaay more fluent
Not sure if thats helpful but hey… Can’t hurt me posting.
One idea with the picture viewer / VFB slowdown that I can’t test myself at the moment.
If you go edit > preferences > Corona and then go down to VFB settings you can change the default frame buffer and the update interval. I vaguely recall playing with this a few months back but stopped using it as forester didn’t work well with the VFB only. Perhaps setting this to just the VFB and maybe decreasing the update frequency might speed things up on larger renders?