Started by Frank_Art, October 23, 2018, 11:27:31 am
Quote from: Frank_Art on October 23, 2018, 04:17:07 pmthanks, i read it pretty fast not sure I get what it was his problem, in my case in first instance can be the GI pass going through 9 Cloud layer v3 and in the end it can be that the size of the image is not a multiplayer of 256 (size of the bucket) and TG is not able to find a minor common denominator in manner to use all the 32 core concurrently or something like that... is it possible in your experience? cheers
Quote from: Oshyan on October 23, 2018, 05:07:10 pmPrepass is not single threaded, but I've found it can sometimes be less multithreading-friendly than the primary render pass, i.e. lower CPU usage during that pass (but not single thread).
Quote from: Frank_Art on October 24, 2018, 10:24:28 amThanks alot WASasquatch, I'm gonna give it a check for sure Unfortunately I can not share what I'm working on because I'm under NDA but I can say that I'm doing a "Hero epic alien storm" with specific shapes and volumes, creating tons of clouds layer allow me to brake down the storm into module parts and have full control of the shape and position in space. Right now I need to find a way to render them in "reasonable time".Last night I found that having the image a multiple of 256 can help and also the problem about the CPU% is only for the first passes but since I have tons of layer it can take alots lots of time... do you know if there is any way I can render for example 3 clouds layers keeping the others 6 clouds layers transparent (but they effect shadows) in manner to split the final image in 3 render parts? dose it make sense?Cheers