My system is windows 32-bit,Using houdini 10.0.249.5。
When I use the mantra when rendering,Click render,And so on until about half a minute rendering!Why is this? Is this bug?
This is not the bug of the mantra?
7669 11 0- SandFX
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- stevenong
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Hi,
First of all, welcome to the forums.
Mantra is definitely not slow and it's certainly not a bug. The “delay” is due to mplay starting. After you render a frame, leave mplay open and render again. Now, you can decide if mantra is slow.
Also, a lot depends on your setup as Houdini has to cook and write out an ifd for mantra to render.
Cheers!
steven
First of all, welcome to the forums.
Mantra is definitely not slow and it's certainly not a bug. The “delay” is due to mplay starting. After you render a frame, leave mplay open and render again. Now, you can decide if mantra is slow.
Also, a lot depends on your setup as Houdini has to cook and write out an ifd for mantra to render.
Cheers!
steven
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Hi,
It really depends on what you're rendering. Are you generating Deep Shadow maps? Are you rendering particles directly instead of writing them to disk first then render?
Maybe it's related to your license server. Please check this thread [sidefx.com] to see if it helps. More info on setting up the license server [sidefx.com].
If the license server setting doesn't help, it's best to post your hip file, if you can, so we can take a look.
Cheers!
steven
It really depends on what you're rendering. Are you generating Deep Shadow maps? Are you rendering particles directly instead of writing them to disk first then render?
Maybe it's related to your license server. Please check this thread [sidefx.com] to see if it helps. More info on setting up the license server [sidefx.com].
If the license server setting doesn't help, it's best to post your hip file, if you can, so we can take a look.
Cheers!
steven
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- smaugthewyrm
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stevenong
Hi,
It really depends on what you're rendering. Are you generating Deep Shadow maps? Are you rendering particles directly instead of writing them to disk first then render?
Cheers!
steven
what's this about rendering the particles first? is there a best practices for rendering thread somewhere? as i type this, i am rendering the UPrez version of a pyrofx test. standard 640 x 480 in micropoly… wow, its been over an hour for a single frame.
macpro quad 2.6ghz 8gb ram , ati 3870.
i did cache the low rez, but not the uprez before rendering. anyway… a short list of speed techniques would be very welcome.
i am used to waiting hours for a render in other apps, but for seeming much more complex content then this and at much higher resolutions. i can only assume that pyrofx are MUCH more demanding than the results appear.
oh, in case it matters, point cloud generated, single spot with depth shadows on, and scattering enabled.
cheers!
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- stevenong
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smaugthewyrmWhen it comes to rendering simulations, it's recommended to save the simulation to disk first because to test render frame 100 of your sim, Houdini will have to cook the sim till frame 100 before rendering. Assuming it's a fresh session of Houdini and the sim was not cached.
what's this about rendering the particles first? is there a best practices for rendering thread somewhere? as i type this, i am rendering the UPrez version of a pyrofx test. standard 640 x 480 in micropoly… wow, its been over an hour for a single frame.
macpro quad 2.6ghz 8gb ram , ati 3870.
i did cache the low rez, but not the uprez before rendering. anyway… a short list of speed techniques would be very welcome.
i am used to waiting hours for a render in other apps, but for seeming much more complex content then this and at much higher resolutions. i can only assume that pyrofx are MUCH more demanding than the results appear.
oh, in case it matters, point cloud generated, single spot with depth shadows on, and scattering enabled.
cheers!
One other concern is when you're rendering with multiple machines, Houdini will have to cook the sim on each machine before rendering. If the sim is not heavy, it's not too much of a problem but for heavy sims, each machine is wasting time cooking the same sim in order to render. Hence, it's more efficient to write the sim to disk first before rendering.
For single machines, the above doesn't really apply but what if the machine crashed midway through the render? If the upres sim is written to disk, you can just pick up where you left off.
To speed up volume renders, one can play with the balance of step size for the volume & shadows. Under the Properties > Sampling tab of the mantra ROP, set the Volume Step Size to 1 and decrease the value until you don't see artifacts or stepping.
Next, turn on Decouple Shadow Step Size and maybe set the value to double or triple the Volume Step Size. This will speed up the generation of Deep Shadow maps.
Lastly, try to see the difference between the different Atten Method for scattering. Personally, I find the “Approximated, No Shadows” method good enough and with faster rendering time to boot.
Hope the above helps!
Cheers!
steven
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