Author Topic: Performance debugging  (Read 2415 times)

2016-01-11, 23:25:23

romullus

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I have some interior scene where rays/sample goes crazy high during GI precomp phase, like tens of millions. Once rendering starts rays/sample drops to few hundreds and then gradually falls to about 40 after a few passes (pretty normal for such scene IMHO). Rendered image cleans from noise rather poorly, again IMHO. Scene was carried through number of max versions, was converted from one render engine to another and is pretty messy. That huge initial r/s spike is still present even if i render with simple grey material override and/or hide all objects but walls. Scratching my head what could cause it? Any ideas?
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2016-01-11, 23:40:55
Reply #1

romullus

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Scratch it, looks like that rays/sample spike is now present in every scene with UHD. I'm using build jan 10, will try with older builds tomorrow.
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2016-01-12, 00:45:57
Reply #2

denisgo22

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Is it possible to get the max. file for the test??

2016-01-12, 10:10:32
Reply #3

romullus

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That's not possible i'm affraid. Anyways, it looks that this particular scene has nothing very wrong in it - possibly something has changed in newer builds. I'll try to ask about it in daily builds thread.
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2016-01-12, 12:33:14
Reply #4

rambambulli

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@Romullus I had this problem when using laubwerk trees. Not always but sometimes. Indeed also with grey/default material. If you use pt+pt same problem?
Sorry no solution here but it might help to find out what creates the problem.

2016-01-12, 12:37:24
Reply #5

romullus

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No, PT+PT shows normal numbers from beginning.
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