I needed to do a few “larger than screen resolution” screen grabs, and noticed that the renderings took a looong time - or longer than expected, at least. Checked the GPU utilization and noticed, that when Cycles is working on viewport rendering, the utilization is 100%, but when doing ViewCaptureToFile, it peaks at 50%. Is this expected, is there a setting I can change or is it a bug? There’s a few posts (BUG: Cycles GPU utilization and Cycles CPU Utilized Capacity) from 2017 that seem to be describing a similar/the same problem, but can’t quite figure out if it’s supposed to be fixed already, or if it’s still there.
TIA, Jakob
System info:
Rhino 6 SR10 2018-11-7 (Rhino 6, 6.10.18311.20531, Git hash:master @ 0f9089a0035dcc6955732d57071445ecc29390f0)
Licence type: Commercial, build 2018-11-07
License details: Cloud Zoo. In use by: mail (Bønnelycke)
Windows 7 SP1 (Physical RAM: 32Gb)
Machine name: NIK-Z620
Fairly low res - 2500x1700 - so nothing extreme. I’ve just done a times test (attached) of a simple shape with a plastic material and the groundplane turned on. Time 01.jpg (@800x600) took 20 seconds to complete. Time 02.jpg (@1600x1200) took 1:58 to complete. Double the resolution, quadruple the pixels… but the time is close to eight times the original, matching what I saw in terms of utlilization; roughly 50% of full speed. I’m gonna give Afterburner and GPU-Z a spin, and see if either of them will shed some light on what is happening! I’ll go and update my driver as well… just to be sure, that it’s up-to-date!
OK, so Afterburner - atrocious interface aside - paints a more detailed picture, and I can now confirm, that it seems to be the same as the referenced links. The GPU usage looks nice and even when the viewport is rendering (first half of the graph), but as soon as it’s higher-than-screen-res, it goes up and down and up and down and so on and so forth (last half of the graph) - GPU usage from Afterburner attached. So I guess that it’s a known bug/limitation…
Hmm, interesting. I’ll do some investigation here as well. I haven’t touched the Raytraced code for almost two months while I was working on the drag&drop code for the Mac version of v6, but one of the last things I did was to ensure for view captures only the very last pass is moved around so it can be saved (to clipboard or file).
When you do the view capture, is your viewport then already finished, or still rendering?
edit: I see the same behaviour here too. I don’t know yet what changed, but for some reason there is a regression while rendering off-line. It should even be faster (and it was several SRs ago). I’m investigating to figure out what has changed, and see if i can improve this again.
actually, the resulting image isnt coming out in my case aswell. its 50kb of some lines. but not the viewport.
the only way i can get highres set a floating viewport to my screen size which is ok.
are there newer versions of the cycles plugin to be downloaded somewhere? maybe that ll fix the issue.
i really like cycles, since its camera settings match nicely with make2d graphics, compared to vray.
would be a great tool if it could be exported in higher res.
Best,
Anika
EDIT: with rhino-render-next it works FINE. i can get out any resolution i want!!! Thanks Nathan!
EDIT #2… actually not really… shadows are not the same. takes too long, and the gpu jumps quite a bit. but it finishes the rendering, with a representation of the modell…
just an uninformed question… would it be possible to open import a rhino file with camera/named view settings and render it in blender with cycles?
or would you have to adjust the camera manually?
I’ve been working on a 3dm importer for Blender 2.8. It doesn’t do cameras, nor textures yet, but you can get your geometry in at least easily, and simple representations of the materials.
cool, thanks. one last question, since im not familiar with blender. does a parallel projection rendering come out 1:1 to rhinos parallel camera? this seems to be a problem with vray… it distorts in 2d,
Ok. I found a workaround for getting higres cycles renders, at least for nvidea gtx gpus.
In the NVIDEA control panel i can setup a custom resolution, larger then my actual screen size (fullHD).
I managed to render 2000by2000 this way, then Viewcapturetofile it.