The title says it all really. I'm wondering if there's a way to automatically stop each frame Redshift render at 5% for faster appraisals…
Thanks for any suggestions…
Redshift -can I tell houdini to stop renders at 5%
4806 6 0- Frank Stravens
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- Enivob
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If you are using the IPR try turning off Progressive Rendering, it just goes on for ever.
It has a default sample count of 1024, even when off that sample count is used. I typically turn it on, lower the count to 3 then turn it off. This gives me quicker IPR previews.
It has a default sample count of 1024, even when off that sample count is used. I typically turn it on, lower the count to 3 then turn it off. This gives me quicker IPR previews.
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- Frank Stravens
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- 5 posts
- Joined: 1月 2016
- Offline
Enivob
If you are using the IPR try turning off Progressive Rendering, it just goes on for ever.
It has a default sample count of 1024, even when off that sample count is used. I typically turn it on, lower the count to 3 then turn it off. This gives me quicker IPR previews.
Thanks I'll will incorporate those tweaks…..
I'm still interested in stopping renders at 5% if possible…… Anyone?
- Enivob
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- Frank Stravens
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Enivob
5% of what value?
If Progressive Rendering is off it will complete as quickly as possible.
What I mean is 5% of the full frame render. So in the case of testing an animation, houdini could render only 5% of each 240 frames… The point is to get a quicker overview of how the animation works (light placements,object visibility, colour etc…) rather than wait for decent quality renders. An animation render of 60 minutes could be reduced 20 times to 3 minuteS. Not an unreasonable question…
Edited by Frank Stravens - 2017年5月28日 17:26:37
- Enivob
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Just drop your Unified Samples to the floor then. Try Min 3 and Max 9. Leave Brute for GI Rays at 1 or 3, or turn off GI all together. If you have a simple scene and a card with a lot of vRam you can allocate more ram to rays and get a speedup from that too. You can turn on overrides and set them to low values to “under ride” scene sample settings. You can connect image maps or raw color directly to the surface output, bypassing the material all together, for blazingly fast composite style renders. There are a lot of ways to optimize Redshift, it just depends upon your scene and your materials.
You can always create a second Redshift ROP and customize it for speed to render tests quickly then have an alternate Redshift ROP with better settings for final render.
You can always create a second Redshift ROP and customize it for speed to render tests quickly then have an alternate Redshift ROP with better settings for final render.
Edited by Enivob - 2017年5月28日 23:41:20
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- Frank Stravens
- Member
- 5 posts
- Joined: 1月 2016
- Offline
Enivob
Just drop your Unified Samples to the floor then. Try Min 3 and Max 9. Leave Brute for GI Rays at 1 or 3, or turn off GI all together. If you have a simple scene and a card with a lot of vRam you can allocate more ram to rays and get a speedup from that too. You can turn on overrides and set them to low values to “under ride” scene sample settings. You can connect image maps or raw color directly to the surface output, bypassing the material all together, for blazingly fast composite style renders. There are a lot of ways to optimize Redshift, it just depends upon your scene and your materials.
You can always create a second Redshift ROP and customize it for speed to render tests quickly then have an alternate Redshift ROP with better settings for final render.
Thank you. Great suggestions….
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