Author Topic: Low CPU usage due to map  (Read 1974 times)

2018-10-03, 19:09:25

danio1011

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Hi all - There's some map or material in my scene causing low CPU usage during IR (like 50%) in the last official stable build.  It's also crashing the latest daily.

I'm on a deadline today, any ideas for what map to look for?  Some weird falloff map?  Or maybe a light material?  I don't have any 3ds Max Photometric lights in my scene, although I do have some converted Evermotion VRay stuff.

Thanks for any tips, otherwise I'm gonna go material by material...and the scene is huge :/

Daniel

EDIT:  Some other notes.  I'm not using the new light solver.  It also happens with\without path tracing forced on in IR.  Displacement doesn't affect it.  Material override solves it.

EDIT 2:  I might have figured it out...

EDIT 3:  GOT IT!!!!  I don't know what was crashing the scene in the latest daily build, but when I rolled back to the latest official build the problem was caused by the presence of the new UVW Randomiz by Mesh feature, I think.  It was only used on one wooden element and when I swapped that material CPU usage shot to 100%.  W00t!
« Last Edit: 2018-10-03, 20:04:21 by danio1011 »

2018-10-03, 21:11:03
Reply #1

romullus

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Could you make bug report about that? If it's really UVW randomizer's fault, then Corona team should know that.
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2018-10-03, 22:41:25
Reply #2

danio1011

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Yes I plan to.  I’m quite certain it’s that.  Super simple wood material on a planter with uvwrandomizer to vary grain per board.  That said, I’m not certain it’s what caused my crashes in the dailies but I am certain downgrading with that map in use causes odd cpu usage and basically halts the render.  Probably because it’s a new/tweaked feature that didn’t exist before.