Happy New Year everyone :)


I don't want to whine about Maya here (although there is plenty to whine 
about) but have run into a serious snag, and think many of you clever 
heads have touched on this and might be in the know.



Unfortunately my worklife, like many others, now center around using 
Maya as main production tool.

We are scattering rocks in a desert, and are running into serious 
performance issues. We are using rsProxies which are being instanced and 
we have tried MASH as well as nParticles.



We can generate a lot of particles, but we quickly run out of RAM when 
rendering, which might indicate that the rsProxies are all being loaded 
into RAM. Our limit so far is around 1 million rocks on a system with 
128 MB RAM and two 1080 ti. Above that I can see RAM usage going above 
90 GB and the machine crashes. The rocks have a lot of polygons - around 
2.500 polys each, so we should be around 875 million polygons, which 
renders fairly quickly.

I know we could reduce the geometry of the rocks and get to render more, 
but I would have expected that using rsProxies we ought to be able to 
render a lot(!) more instances.



I did some testing:
- I can render around 5+ million particle primitive spheres in the same 
setup before running out of RAM. 128 GB on my machine.
- I can render 1 million instanced geometry rocks. Scene processing 
takes a long time but rendering is quick. 1.5 million and the system 
cannot allocate enough VRAM (dual 1080ti)
- The same goes for instanced rsProxy rocks, ie. there seems to be no 
advantage of using proxies in this case, which is weird.

I would love to hear how I can render many more proxies in Maya


I use a simple scene for testing purposes, with only the generator mesh 
(ground) and the few rocks to be instanced, and then of course the 
nParticle system, nothing fancy.



I tried building a scene from scratch in Maya 2019 and the results are 
the same. If I try 2 million rock instances Maya crashes hard. I have 
removed the linked mesh, using bounding boxes instead, and activated VP2 
GPU Instancing (which likely only benefits UI performance) and tried 
with geo rocks for scattering in the scene as well as rsProxies - same 
result. Something fills up memory when the instances are created and/or 
translated to Redshift.



I can generate and render 40 million rocks (same geo, shaders and 
textures) in XSI/ ICE in about 5 minutes and 30 seconds, so the machine 
is quite capable, and I would expect more if not same performance in 
Maya...



This is around 189 billion triangles and only uses around 20 GB system 
RAM. It is clear something is not right in the Maya scene, and from my 
testing I suspect the Maya instancer not doing what it is supposed to 
do…



Is this a known bottleneck, or is there perhaps a way to do this I have 
not found yet? Any pointers will be much appreciated, as I have run out 
of ideas.



Maya 2018.6 - Redshift V2.6.40





Cheers Morten - AKA Pitcher

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