This is not the bug of the mantra?

   7371   11   0
User Avatar
Member
11 posts
Joined: March 2009
Offline
My system is windows 32-bit,Using houdini 10.0.249.5。
When I use the mantra when rendering,Click render,And so on until about half a minute rendering!Why is this? Is this bug?
User Avatar
Member
1631 posts
Joined: July 2005
Offline
Hi,

First of all, welcome to the forums.

Mantra is definitely not slow and it's certainly not a bug. The “delay” is due to mplay starting. After you render a frame, leave mplay open and render again. Now, you can decide if mantra is slow.

Also, a lot depends on your setup as Houdini has to cook and write out an ifd for mantra to render.

Cheers!
steven
User Avatar
Member
1533 posts
Joined: March 2020
Offline
also, if you are using a image (texture or environment) you should save them as the .rat format, this will speed up render startup times alot!

jason
HOD fx and lighting @ blackginger
https://vimeo.com/jasonslabber [vimeo.com]
User Avatar
Member
11 posts
Joined: March 2009
Offline
tks;
I am sure that is not delayed, and I have to open mplay, I rendering such as a sequence, before render each frame must wait for half a minute.
User Avatar
Member
1631 posts
Joined: July 2005
Offline
Hi,

It really depends on what you're rendering. Are you generating Deep Shadow maps? Are you rendering particles directly instead of writing them to disk first then render?

Maybe it's related to your license server. Please check this thread [sidefx.com] to see if it helps. More info on setting up the license server [sidefx.com].

If the license server setting doesn't help, it's best to post your hip file, if you can, so we can take a look.

Cheers!
steven
User Avatar
Member
11 posts
Joined: March 2009
Offline
In the scene, there is only one sphere and a camera!
And the same scene in houdini9.5 is normal!
And my friends have encountered this kind of trouble!
User Avatar
Member
1631 posts
Joined: July 2005
Offline
Did you change your license server settings as recommended in the links in my post to see if it helps? I use WinXP 32bit too and don't see the delay you described.

You can also download the latest build to see if it helps.

Cheers!
steven
User Avatar
Member
77 posts
Joined: April 2009
Offline
stevenong
Hi,

It really depends on what you're rendering. Are you generating Deep Shadow maps? Are you rendering particles directly instead of writing them to disk first then render?



Cheers!
steven

what's this about rendering the particles first? is there a best practices for rendering thread somewhere? as i type this, i am rendering the UPrez version of a pyrofx test. standard 640 x 480 in micropoly… wow, its been over an hour for a single frame.

macpro quad 2.6ghz 8gb ram , ati 3870.

i did cache the low rez, but not the uprez before rendering. anyway… a short list of speed techniques would be very welcome.

i am used to waiting hours for a render in other apps, but for seeming much more complex content then this and at much higher resolutions. i can only assume that pyrofx are MUCH more demanding than the results appear.

oh, in case it matters, point cloud generated, single spot with depth shadows on, and scattering enabled.

cheers!
User Avatar
Staff
2491 posts
Joined: Sept. 2007
Offline
This is not a forum post.
Chris McSpurren
Senior Quality Assurance Specialist
SideFX
User Avatar
Member
1631 posts
Joined: July 2005
Offline
smaugthewyrm
what's this about rendering the particles first? is there a best practices for rendering thread somewhere? as i type this, i am rendering the UPrez version of a pyrofx test. standard 640 x 480 in micropoly… wow, its been over an hour for a single frame.

macpro quad 2.6ghz 8gb ram , ati 3870.

i did cache the low rez, but not the uprez before rendering. anyway… a short list of speed techniques would be very welcome.

i am used to waiting hours for a render in other apps, but for seeming much more complex content then this and at much higher resolutions. i can only assume that pyrofx are MUCH more demanding than the results appear.

oh, in case it matters, point cloud generated, single spot with depth shadows on, and scattering enabled.

cheers!
When it comes to rendering simulations, it's recommended to save the simulation to disk first because to test render frame 100 of your sim, Houdini will have to cook the sim till frame 100 before rendering. Assuming it's a fresh session of Houdini and the sim was not cached.

One other concern is when you're rendering with multiple machines, Houdini will have to cook the sim on each machine before rendering. If the sim is not heavy, it's not too much of a problem but for heavy sims, each machine is wasting time cooking the same sim in order to render. Hence, it's more efficient to write the sim to disk first before rendering.

For single machines, the above doesn't really apply but what if the machine crashed midway through the render? If the upres sim is written to disk, you can just pick up where you left off.

To speed up volume renders, one can play with the balance of step size for the volume & shadows. Under the Properties > Sampling tab of the mantra ROP, set the Volume Step Size to 1 and decrease the value until you don't see artifacts or stepping.

Next, turn on Decouple Shadow Step Size and maybe set the value to double or triple the Volume Step Size. This will speed up the generation of Deep Shadow maps.

Lastly, try to see the difference between the different Atten Method for scattering. Personally, I find the “Approximated, No Shadows” method good enough and with faster rendering time to boot.

Hope the above helps!

Cheers!
steven
User Avatar
Member
77 posts
Joined: April 2009
Offline
HUGE speed bump steven.

8)

you rock man!
User Avatar
Member
1 posts
Joined: May 2009
Offline
East
My system is windows 32-bit,Using houdini 10.0.249.5。
When I use the mantra when rendering,Click render,And so on until about half a minute rendering!Why is this? Is this bug?

I understand what you say about, I have same problem. Do you fix it?
  • Quick Links