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Long 'spool up' time?

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Message 1 of 3
mmlodzienski
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Long 'spool up' time?

This might not even be an issue, but we started using Deadline at my workplace, along with Arnold standalone. We don't have the farm set up fully yet, but I've been experimenting with local job submissions. One thing I've noticed is that the job spends 2-3 minutes 'spooling up' where CPU usage is at 100%, but progress on the render stays at 0%. After that it chugs through at a fairly steady rate. The log files insist that all that time is being spent on rendering with only a couple seconds of scene prep (which is why I'm asking here, rather than the Deadline support forums). It doesn't seem to happen in the cornell.ass demo file which I ran through several times for comparison.

Additionally, and possibly related, it says in the log that I am tracing over 6000 rays per pixel with my render settings at 5/1/2/1/0/0, and ray depths at 13/1/3/8/0/10. I went up in the log and saw almost all of that (98%!) was 'diffuse_reflected', which I assumed was the indirect diffuse sampling setting. However, attempting to troubleshoot this by setting the diffuse samples to 0 resulted in no change to the render time + ray counts. Can someone point me in the direction of what could be causing that? The scene is being lit by 3 area lights, and I don't believe any of the shading networks or geometry are that complex.

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Message 2 of 3

What is "spooling up"? Do you see those words in the Deadline log?

The Arnold log will show you everything that's happening. Since you're using Arnold standalone (kicking ass files), set the log verbosity to v -5

And then post a log.

diffuse_reflect is controled by the Diffuse samples. Do some tests with a simple scene.


Please note that Autodesk closes down next week for the holiday, and there's very few people still working.



// Stephen Blair
// Arnold Renderer Support
Message 3 of 3
mmlodzienski
in reply to: mmlodzienski

Stephen,

No, those were my own words. I was consulting the log files intensely but could not find *why* it would be sampling the indirect diffuse so much. Even with indirect diffuse disabled it did not appear to reduce the number of samples or the time it took to render.

In any case, I wound up rebuilding the scene from scratch (it was a simple turntable scene) and the problem went away - it must have just been something screwed up with my scene. Cheers!

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