Ryan Hays
subsampler
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Canada
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Houdini Engine
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Recent Forum Posts
Karma XPU - dual 4090 RTX setup - performance issues 2024年7月31日16:02
Hello!
I recently added a second identical GPU to my rig. Like @timjan, my Karma XPU renders appear to be only ~60% faster. I had expected that they would double in speed as this is the behavior I've seen in Octane. Is this expected? CUDA usage is maxed out for both cards in performance monitor.
Reading @brians response - is there a setting to allow for each card to be responsible for its own frame in a multi-frame sequence, rather than combining passes as described? Would this provide the expected performance gain?
Thanks,
Ry
I recently added a second identical GPU to my rig. Like @timjan, my Karma XPU renders appear to be only ~60% faster. I had expected that they would double in speed as this is the behavior I've seen in Octane. Is this expected? CUDA usage is maxed out for both cards in performance monitor.
Reading @brians response - is there a setting to allow for each card to be responsible for its own frame in a multi-frame sequence, rather than combining passes as described? Would this provide the expected performance gain?
Thanks,
Ry
Aliased Alpha in OpenGL render 2024年5月29日16:34
Thanks very much malexander, changing the quality to low addressed this issue. I would never have guessed this behavior!
Aliased Alpha in OpenGL render 2024年5月28日14:14
Hello!
Is there an approach that yields correctly anti-aliased renders for Alpha values lower than 1 from the OpenGL rop?
I've animated the point attribute 'Alpha' on a piece of geometry from 0 to 1 over time. When the value is 1, the antialiasing in the render is correct. Any lower value presents aliased, jagged edges in the C and Alpha channels. I have tried the following:
- increasing AA in display options in the openGL ROP
- tried rendering to .exr instead of .png
- set Antialiasing - Transparency in the Nvidia Control Panel to 8x
- tried rendering in Mantra which solves the issue but takes a very long time
- tried with and without a principled shader assigned to the geometry
Thanks very much,
Ryan
Is there an approach that yields correctly anti-aliased renders for Alpha values lower than 1 from the OpenGL rop?
I've animated the point attribute 'Alpha' on a piece of geometry from 0 to 1 over time. When the value is 1, the antialiasing in the render is correct. Any lower value presents aliased, jagged edges in the C and Alpha channels. I have tried the following:
- increasing AA in display options in the openGL ROP
- tried rendering to .exr instead of .png
- set Antialiasing - Transparency in the Nvidia Control Panel to 8x
- tried rendering in Mantra which solves the issue but takes a very long time
- tried with and without a principled shader assigned to the geometry
Thanks very much,
Ryan