General Category > Ongoing Anim8or Development
Multi-Threaded Rendering
selden:
Steve,
Can you provide a way to limit the number of threads to fewer than the number of virtual cores available?
It'd be nice to be able to do some interactive work (perhaps improving a model or text editing) on the computer while a render is in progress with minimal interference from the rendering.
Steve:
selden: Yes, there will be a max threads setting in the next drop.
selden:
Great!
Raxx:
While rendering an image, after a while there might be one or two threads left running for a long time, that are rendering spots that have a lot going on. I think it'd be nice if the renderer would automatically split remaining chunks into smaller chunks and assign them to different threads, continuously until the render is completed, up to a minimum chunk size. Possible?
Steve:
Raxx: Rendering with smaller chunks can also help. I'm still experimenting with ways to handle trailing chunks.
As to why your example is slower with 1329, it's caused by the light mask heuristic. Because ambient occlusion sends "shadow" rays in all directions, different samples for the same pixel on much of the models can see or not see the sky. This causes FastAA to revert to a full evaluation of all 256 samples/pixel. In the attached image these are the yellow pixels. The fast pixels are dark gray.
The other image is from 1325 where the orange pixels are the fast ones. As you can see almost the entire image is "fast".
I'm trying to come up with better heuristics for ambient occlusion.
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