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[Max] Feature Requests / Re: Select Denoiser for IR
« on: 2023-06-12, 22:04:12 »
+1 for this. It would be great if there were some settings we could change from within the VFB such as overrides, global volume mtl, denoiser etc
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"Turn off translucency for all materials that start with veg in front" - done
"Select all objects with more then 500K polygons and generate proxies for them"
Is there any way to set up any of the corona passes to highlight complex materials?
Would be super useful to be able to do like a false-colour pass to identify shaders causing slowdowns.
There is!
You can use the CInfo_TimePerSample element for this - https://docs.chaos.com/display/CRMAX/Render+Elements#RenderElements-CInfo
Just a tip:
If you can use one of the Sini tools called Sini Forensic, it can help you scan your scene and provide you with an overview of problematic issues present in your scene.
https://sinisoftware.com/Plugins/Forensic
Exactly! My current "mobile-PC" I built is based on Cerberus-X which houses ATX board since I needed 4-DIMMs. Technically I could have used m-ATX but almost none exist and 99perc. of SFFPC cases are Mini-ITX or few ATX/E-ATX ones.
With 2 DIMMs, those Mini-ITX SFFPC cases are finally doable even for professional mobile workstation. Ideally the flat&thin "console" style (like Fractal Ridge) since those are easier to put into backpack, rather than the "Sandwich" ones which are smaller but thick like a brick. But cooling is still a bit issue for CPU there.
The thing is, the laptops are very close in performance to these PCs now, just 5 times louder :- ). But still much more practical for travel. (though not for dollar value and upgradeability).
One thing i have noticed though is that even when i hide the imported objects, the slow rendertime stays there.
If i dont import it, the scene renders fine.
What if you delete those objects instead of hiding them, does it affect render time in any way?
even small 2-dimm ITX boards can now have 96GB ram. So let us know how it goes.
In general, hide half the objects and render. Still slow? Hide half again and repeat. If faster on the first halving, switch which half is hidden and continue as before. This should identify objects or materials, and once you pin it down, you can investigate why.
You could use material overrides too, usually worth enabling that globally and see if magically everything gets faster as then you're most likely looking for a problem material. You can still likely track it down with the steps above (probably easier than using exclusions to the material override).
Exactly what Tom said, or start a new empty scene, then start merging your objects one by one (or first half, then half of the remaining objects, and so on until the slowdown appears).
But since you mentioned the slowdown appears after merging a single object ("after merging an object from another file, rendering has slowed to a crawl") - then I guess that object is the culprit and the remaining part of the investigation is to figure out why it's slowing down.
Is that object related to some 3rd party plugin?
Is it using a complex material and/or a material using 3rd party plugins?
No news at present on what this initial implementation may look like, or even a guarantee it will happen (roadmaps are always tentative).