![]() Such limitations are likely to be renderer-specific, but probably only deal with bizarre edge cases. Some settings may not be properly updated over time in the renderer, so for example if you turn motion blur on half way through the sequence, the renderer may not be able to respect that change. In an ideal world you could say "of course renderers all behave ideally", but we are not in an ideal world, so some renderers may have more difficulty with supporting this mode on a long sequence of frames. It's a little more "dangerous" in the sense that the renderer not only has to render properly, but it also has to handle incremental updates properly, and without growing its memory footprint on each frame. You can't dish out the renders to separate machines on a render farm (all frames go to a single machine). keen to know the downside of enabling "RENDER ALL FRAMES USING SINGLE PROCESS" toggle, if anybody has any idea, would love to hear them. i have animated geometry + camera and i both animation seems to render out just fine, so not exactly sure the CONS on toggling "RENDER ALL FRAMES USING SINGLE PROCESS". there is still the 30 second overhead at the start of the rendering sequence, but once the frames start rendering, consecutive frames were rendering at their normal speed. with that change in the output path, i have managed to render out the image sequence, and it actually improved the render speed significantly (as in no overhead). however, someone on the redshift forum kindly advised me to replace $F4 to, which is USD way of doing things i am guessing. i have managed to fix the issue with toggling on "RENDER ALL FRAMES USING SINGLE PROCESS" the problem was i had the output setup as $HIP/render/test/test.$F4.exr, as per normal houdini output setup. also wanted to leave an updated note here. if you have the chance, would be awesome if you could compare render time between just regular houdini render vs image sequence render. will this help render animation faster? also, is there something i am missing? Error: Output file 'C:/Users/alter/Desktop/test/' should have variables an argument could be that USD is really for complex scenes, where 20 second overhead could mean little, but my USD setup is very simple (few spheres, single light). was wondering if it is something i have done wrong? is there anything i can do to speed up the process? i have tried "render all frames with a single process", but getting below error. also, i would assume once the USD is "translated" the subsequent frames should render faster, but my test shows that each frame is taking about 30 seconds per frame. i am guessing this is an overhead from "translating/preparing" USD to render in REDSHIFT? however, the beauty of REDSHIFT is its very fast render times with optimized settings, and having 20+ seconds overhead per frame is quite a lot. however, once i setup a ROP to render the images out, rendering is taking about 30seconds per frame on my RTX3090, where i would guess it should take about few seconds per frame to render. ![]() i have a very simple scene (with some spheres) setup in SOLARIS, managed to set up everything and seeing the result rendered in REDSHIFT in the viewport at expected speed (fast). ![]() been testing SOLARIS/LOP/USD with REDSHIFT. ![]() Hi everyone! i am using HOUDINI 18.0 + RESHIFT 3+ as the main setup. ![]()
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