Redshift - Loading Objects
8255 12 2- reuben94
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I'm trying to render this simulation in Redshift and takes forever to load objects. It took 90 minutes to load objects before it started rendering.
The scene contains an object voronoi shattered into 25000 pieces with a scale simulation. From what I've read, Redshift doesn't handle large scenes like this particularly well. Except I didn't imagine it would take this long.
What I find confusing is that it only takes this long when I apply a Redshift texture. Without a texture, waiting time is approx 2 minutes.
Any idea why it's taking such a long time?
I'm running Redshift on a TR2920x, rtx 3090 with 64gb's ram, if that means anything.
Cheers
The scene contains an object voronoi shattered into 25000 pieces with a scale simulation. From what I've read, Redshift doesn't handle large scenes like this particularly well. Except I didn't imagine it would take this long.
What I find confusing is that it only takes this long when I apply a Redshift texture. Without a texture, waiting time is approx 2 minutes.
Any idea why it's taking such a long time?
I'm running Redshift on a TR2920x, rtx 3090 with 64gb's ram, if that means anything.
Cheers
- Heileif
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- reuben94
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- Heileif
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- reuben94
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- Heileif
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Hello.
I have checked the scene now, not sure why it should take so long to extract the geo, not many points when unpacking.
But anyway, I have added a workaround in this file.
I have only splitted the geo intro four parts, and each part have it's own sop node.
What I think is happening now, is that each sop node get's it's own thread to work with. The startup is under 10 sec now on my machine.
If you need more voronoi pieces I would think splitting up into more sops node will work to increase speed.
Hope it helps.
I have checked the scene now, not sure why it should take so long to extract the geo, not many points when unpacking.
But anyway, I have added a workaround in this file.
I have only splitted the geo intro four parts, and each part have it's own sop node.
What I think is happening now, is that each sop node get's it's own thread to work with. The startup is under 10 sec now on my machine.
If you need more voronoi pieces I would think splitting up into more sops node will work to increase speed.
Hope it helps.
Edited by Heileif - Nov. 18, 2020 14:35:34
- reuben94
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- Heileif
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Hello,
I have a little update on speeding up the loading of many objects.
Add a "Clean" sop before the render flag inside the sop node, the render will start all most instant
Qoute from Juanjo(Redshift Houdini developer)
"Also sometimes computing the tangents on the plugin side can be very slow if the objects have degenerated geometry. Cleaning the mesh using the Clean SOP or computing the tangents at sop level using the Polyframe SOP can help a lot."
I have a little update on speeding up the loading of many objects.
Add a "Clean" sop before the render flag inside the sop node, the render will start all most instant
Qoute from Juanjo(Redshift Houdini developer)
"Also sometimes computing the tangents on the plugin side can be very slow if the objects have degenerated geometry. Cleaning the mesh using the Clean SOP or computing the tangents at sop level using the Polyframe SOP can help a lot."
- Deanagram
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Heileif
"Also sometimes computing the tangents on the plugin side can be very slow if the objects have degenerated geometry. Cleaning the mesh using the Clean SOP or computing the tangents at sop level using the Polyframe SOP can help a lot."
Whoa! Cant believe how much quicker things are by sticking a clean SOP in. Thanks for this tip.
- vladix
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Heileif
Hello,
I have a little update on speeding up the loading of many objects.
Add a "Clean" sop before the render flag inside the sop node, the render will start all most instant
Qoute from Juanjo(Redshift Houdini developer)
"Also sometimes computing the tangents on the plugin side can be very slow if the objects have degenerated geometry. Cleaning the mesh using the Clean SOP or computing the tangents at sop level using the Polyframe SOP can help a lot."
You are a hero! Just saved me after 2 days of headache with an RBD Fracture material animation.
I have 12 0000 packed primitives but Redshift took ages to load the geo!
Now it's like freaking instant! Can't believe it struggled so much with some crappy points or something.. I'm blown away!
Thanx you sir!
- yann_verbeke
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Hi,
I have 21.000 packed primitives (petals covering the floor) and when I launch Redshift it takes almost minute for the image to show up. I get a notice saying "RSHoudini_computedMikktspaceTangents is taking too long (45 sec). Adding a Clean SOP or computing the tangents using the Polyframe SOP could improve the extracting time a lot.". Now I read above to ass the "CLEAN SOP" before the render flag inside the SOP NODE". So I added the Clean SOP after the cached RBDbulletsolver (where all the petals fall down on the ground) and befor a NULL that I call "PETLAS_OUT". Is that what is meant by "Render Flag" ? For now adding the Clean SOP did not change anything. Hope someone can help me out as I have 400 frames to render out.
I have 21.000 packed primitives (petals covering the floor) and when I launch Redshift it takes almost minute for the image to show up. I get a notice saying "RSHoudini_computedMikktspaceTangents is taking too long (45 sec). Adding a Clean SOP or computing the tangents using the Polyframe SOP could improve the extracting time a lot.". Now I read above to ass the "CLEAN SOP" before the render flag inside the SOP NODE". So I added the Clean SOP after the cached RBDbulletsolver (where all the petals fall down on the ground) and befor a NULL that I call "PETLAS_OUT". Is that what is meant by "Render Flag" ? For now adding the Clean SOP did not change anything. Hope someone can help me out as I have 400 frames to render out.
- Heileif
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- yann_verbeke
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