VRayHDRI caching extremely slow

Hi,

I recently switched over to load textures via the VRayHDRI map as tiled EXRs. Before they were PNG files. The textures are 24k by 24k and we got 4 of them in a shader. With the regular Bitmap loader they took a while to load but then rendered relatively quick. When I converted the PNGs to tiled EXRs I had no more lag when starting the render but the time until the rendering actually starts as in is visible in the VFB took like 15 minutes! Before it was like waiting 5 minutes before the render started but then it went smooth. I thought VRayHDRI handled them better but instead it seems slower. Am I missing something?

Are you loading them from a network location? Also, which V-Ray build?

Best regards,
Vlado

Yes, network location, Gigabit connection, and HDDs (7200rpm) on a diskstation. VRay 3.60.03.

Would it be possible to get us the scene? I’ve had some reports like this, but we haven’t been able to reproduce the issue here.

Best regards,
Vlado

Roger, will get it to you when I get the time hopefully sometime this week.

Uploading the scene in question to your FTP now. It’s 5GB (I didn’t want to simplify textures since that would defeat the purpose in this case). It’s uploading in 100MB parts, 50 parts in total. I expect it to be finished tomorrow. There will be 50 total parts so don’t try to extract it before :slight_smile:

I tested this today also.

Maybe some improvements could be make to the converter script. I don’t know if it would be possible but all vrayhdri are created with inverse gamma. If the image is a jpg or png, why don’t put it in srgb by default ?
I tried also to convert automatically the images in tiled EXR but the executable didn’t worked. I made it work with the files in local (it was previously on the network).

Also, after converting an image who weighted 5 Mo no weight around 100 Mo. Even if it should be faster that’s a huge size bump. I suppose there is no easy solution for this.

something similar here as well. seems like tiled exrs are making some nodes (rendered local+DR) hang there at 10% cpu usage for an hour and than starting rendering at 20-50%.
tiled exrs on the network, around 150 8k tiled textures on vray meshes, roughly 8 textures per mesh.
tiled tex cache seems sufficient - no warning about efficiency loss.