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 Post subject: Dramatic slowdown
PostPosted: Thu Oct 05, 2006 10:30 pm 
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Joined: Wed Apr 13, 2005 4:58 pm
Posts: 3016
Location: Madrid
I've found something I don't know if is a bug or what.

I've been making some mid distance trees by scattering clipped planes with leaves textures around a sphere.

Let's say I have 300 clipped planes crossing in the same area.
If I render the scene the benchmark goes to ~2.5

If I spread the planes so they don't intersect the benchmark reads ~85.0

If apply a solid texture and render with the planes crossing the benchmark rises a bit ~30

Just FYI Next Limit; maybe it is something known, maybe its a bug, maybe it's the way it works... :(

Is there a solution for this?

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 Post subject:
PostPosted: Fri Oct 06, 2006 4:15 pm 
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Joined: Thu Feb 24, 2005 9:27 pm
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Location: USA
I'm just guessing but that could be the result of layering transparency maps over each other, the more layers you have between your camera and the objects the longer it takes for the light to make its way through them. Just a guess :)

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 Post subject:
PostPosted: Fri Oct 06, 2006 7:40 pm 
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Yes, I guess it's just due to the accumulaton of a big bunch of calculations so it's harder to get the sample levels.

Something interesting is that if you have the camera near the object it takes a lot more than if it's far (cause the rest of the image is easier to sample).

It's interesting too that a 200000 polys tree can be rendered much faster than a 300 polys one. It's the intersection of clipped planes what makes it slower.

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 Post subject:
PostPosted: Fri Oct 06, 2006 8:31 pm 
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Joined: Fri Sep 02, 2005 4:37 am
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Intersecting geometry is to be avoided if you can in Maxwell in general. It's been shown here in the forum a few times how it can drastically slow down rendering times if you have an emitter intersecting geometry, two glass objects intersecting, etc. I'm sure this is just another example of that. Good to know though.

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 Post subject:
PostPosted: Mon May 28, 2007 6:22 am 

Joined: Mon Apr 10, 2006 9:06 pm
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word to that. I looked up this thread because I was experiencing ridiculously slow rendering time...turns out I had an emitter intersecting a class window pane. I nudged it a bit and problem solved.


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 Post subject:
PostPosted: Tue May 29, 2007 1:40 am 

Joined: Tue Aug 30, 2005 3:19 am
Posts: 840
quasiquo wrote:
word to that. I looked up this thread because I was experiencing ridiculously slow rendering time...turns out I had an emitter intersecting a class window pane. I nudged it a bit and problem solved.


It would be nice if a copy of tips like this could be accumulated in one thread


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PostPosted: Wed May 30, 2007 2:26 pm 
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Joined: Tue Apr 26, 2005 11:58 pm
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Location: France
wow, one man could spend one month to collect them!!!


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