Simple scene taking too long to render
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Creating a drone show. Basically a swarm of spheres with the effectors controlling their position and colour via the luminance channel. Simple.
Render is immediate when done to viewport. Rendering to picture viewer takes almost a minute per frame, if not more. Ive complex scenes with GI and volumetric lighting that render quicker than that. What is going on?
To reiterate. 0 lights, only the emission channel needed. I have tried this in both redshift and physical/standard renderer. All the same.
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Hi c4disstanky,
Please check with Tech Support:
https://www.maxon.net/en/support-center?srsltid=AfmBOoqN5F4xPU_GGGq0uTMFgoYDzLOFxuiGIo3eCcSNsbqc7p_v6gPxYou ask a general question, without even sharing how the Drones are set up: Individually, in MoGraph, etc.
Are these Drones set to Multi-Instances, if they are in a Cloner? There are so many questions. Yes, you wrote using Effectors, but a Fracture Object can use them as well, while no clones are produced. Put yourself in my shoes, I have never seen what you are doing and how it is set up.I understand (guessing here again) you don't want to share the file in public, hence the tech support suggestion.
All the best
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P.S.: Typically, when I get no file, I try to set one up on my own. It will surely differ from yours.
I checked on my four-year-old Mac M1Max with 10.000 drones, animated propellers, and each has a light-cube that can be addressed individually.
To make it worse, I added Post Effects, since we focus as well on light, as far as I understand it.
Rendering in HD, as I did not get what format you use.The render started with a few drones at 5 seconds and ended with all 10.000 drones in the image at 12 (max!) seconds per frame.
Drone Sketch file:
CV4_2026_drs_25_RStk_01.c4dPlease let me know how that differs from your setup and what render times you get.
Cheers
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Its a very simple setup, there are a bunch of cloners, 8 to be exact. All with varying amount of clones of spheres with 16 subdivisions. The total number of clones/spheres in the scene from these groups is 240. They have one shader applied to all. This is using the color data connected to the emission.
Effectors are mostly inheritance to move the spheres from one cloner object to another. There are others that control colour, very simply with a shader field and box field. There are rigid bodies on each sphere, for collision spacing. Could it be this? Some sort of calculating in the background? despite it rendering immediately in viewport. This is the biggest confusion.
Have just made scene with 600 spheres, same material and colour effector. It renders immediately. More sass please or I'll throw C4D into the sea.
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Hi c4disstanky,
You have not told me if the scene I shared rendered fast or slow.
You have a Rigid body working in the scene, which was not mentioned at all in the initial post. What happens if you cache the scene? Is that affecting the render times?
"…throw into the sea." If you must, do it, but don't use it here as a pressure point or blackmail. Not the place. Thank you.
I need the Project file with the problem. Please use only Dropbox, Google, WeTransfer, Adobe, or Apple cloud services to keep it safe here. No shortened URL or HTML link wrapper, just the URL. To keep it safe here for everyone. Thank you again.
Cheers
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Here is the link to the project file: https://www.dropbox.com/scl/fi/i1oqb6trlx0zfbeyl1ai1/FirstLights_Geraldton_V04.c4d?rlkey=nx6vr4bxck1lm3ufzhp9i4twy&st=tnmla0wi&dl=0
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I opened your file and it renders in 18 seconds. I have not cached my scene rigid bodies. I fail to see how that would affect the render, as it is as I said before, immediately rendering to the viewport.
Appreciate the help on this Sassi boy
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Hi c4disstanky,
Thanks for the file, that answers many questions.
I have selected all 24 Cloners from the options given when you click on the House symbol in the upper right corner of the Object Manager.
While these 24 Cloners were selected, I called up a MoGraph Cache Tag.
While these 24 Cache Tags were active, I used the Main Menu> Select> Selection Filter> Create Selection Object. With this, the selection of all 24 cache tags is easier.The caching of all 24 Cache tags (while all were selected) was a simple action. However, the data it produced was 4.5+ GB large and took her roughly 25+ minutes. This is the time the whole calculation of the data needs, which doesn't include any other parts that are not cloner-related, e.g., textures, materials, GI, etc. Just to give you an idea of how much your setup takes to be created.
You can also get an idea with the Main Menu> Window> Object> Object Profiler. Again, the Cache and the profiler will create different total times.
To drag your time-slider to frame (e.g., 6400 doesn't mean it can create that frame in a few milliseconds; all other 6399 frames have been part of the result. What you might see in the editor view is not what any dynamic can give you in a few milliseconds.
The editor's view is the result of what has been done to the timeline. Any dynamic that builds up over a longer time frame, frame by frame, will not all of a sudden be calculated. The editor's view is optimized to edit, while after each action that changes something, an update will happen, so one can work on the last created state.
If you cache the 24 Cloners, without changing anything in the scene, except I switched off GI, I get 4 seconds per frame, with GI it is 9 seconds.
The Cache allows as well to move back and forth in the timeline and show your beautiful choreography without any delay.
As a side note, Multi-instances didn't help here. I would keep the settings as you shared them.
Sorry that I can't share a few GB here.
My best wishes for your project, and I hope it will be a success!
P.S.: The term "boy" sounds weird in my ears.