Started by WAS, August 11, 2019, 01:10:54 pm
Quote from: Oshyan on August 11, 2019, 01:15:17 pmIs the seed the only thing you changed? Was it on a single node, or multiple nodes that you changed it?- Oshyan
Quote from: Oshyan on August 11, 2019, 05:34:05 pmThere are definitely specific, generally unusual (as in "not common", but not "wrong") node setups or scenes that do seem to underutilize system resources for some reason. I've seen this on rare occasions. Some kind of inefficiency, maybe a threading/contention/lock issue or something. This may be one of those. I don't know if it helps Matt diagnose them, but it would be interesting to see if the scene does the same thing on different hardware.- Oshyan
Quote from: WASasquatch on August 11, 2019, 05:48:10 pmI can send it over.
Quote from: Dune on August 12, 2019, 02:21:52 amI do think you have a tendency to use a good many nodes. I know it's often needed for certain effects, but I always strive to minimize, at least for areas that won't really benefit from it. To keep TG as fast as possible.One example; in your railway file I rendered, there was a lot going on in the ground layer. I think I deleted about 50 nodes, exchanged for a few others and there was no real difference, at least not in the renders like they were. Up close on precise scrutiny there may, though. I'm talking speed versus quality here.But of course you know all that.
Quote from: Tangled-Universe on August 12, 2019, 10:34:34 amHow many compute normal nodes do you use? That would also include the compute terrain node of course.The compute normal/terrain node parses the network 3 times upwards to build its normal value.If you have a slow/heavy node setup upwards of the compute normal/terrain then this is already slow, let alone if you build this displacement shader using multiple compute steps. Adding another compute normal/terrain further up/down the network will increase the normal evaluations another 3x, so 9x in total. Etc. etc.This is exactly what Dune is talking about and is why he consistently tries to avoid using any calculations of normals, unless really needed.
Quote from: Oshyan on August 19, 2019, 03:17:48 pm Well that's good to know/hear! So glad you found the culprit. But shame on Malwarebytes! I have generally liked their product and used to use it regularly when doing tech support and virus removal stuff for friends and neighbors. I know antivirus apps can sometimes cause issues with slowing down frequent disk access due to actively scanning each I/O request, essentially, but I don't know why it would have such a big impact on performance for pure rendering. Odd indeed.- Oshyan