Hi, sorry I sent what I started writing
the night before, in the morning before going to work without
actually reading your last reply saying that you eliminated the
possibility of it being from certain objects or external file
references.
Process monitor, or the log might still reveal what hapenning
though, and quite a few good suggestions were posted, so hope you
solved the bottleneck,
cheers,
-J
On 03/26/15 7:31, Jason S wrote:
You say it also does it through the
GUI, so what does the verbose (in high detail) say,
you could also make all assets local (copy external files),
render, and check "Sysintenals Process Monitor" what is being or
being-tried to be accessed, and what transfer activity is
hapenning/not hapenning
You could also try ::
Delete one half, render, then reload and delete the other half
and render again see if there is a difference
- Or incrementally delete elements by type/complexity (starting
with stuff with ice trees, rigs and such) see if theres a
"step-up" in frame skipping.
- Also the ususal Importing in a new scene almost goes
without saying.
Then call us in the morning :)
(to let us know your findings)
On 03/26/15 4:16, Ales Dlabac wrote:
Yes you are right with difference between viewport skip
and render skip what we are dealing with is the rendering
skip.
it's is happening on renderfarm and as well as in local
GUI session. There's no simulation just non simulated ice
tree, our findings so far showing us that if we delete
part of the scene objects than it will gain some speed
back but doesn't matter which part.
In other words there isn't particular object which is
causing the slowdown only amount of objects. We are using
Arnold and we tried to replace some geometry with ass
standins, this helped a little. We also suspected udims
textures from confusing XSI as not existing texture paths
but with no luck.
Regarding network traffic overload even if we removed all
external resources like textures from scene it didn't help.
Removing overrides from partitions had biggest performance
gain so far. We keep searching.
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