Replies: 13 comments 49 replies
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Hi @samhodge , What issues do you see with running the example scenes? In addition to running ALab with USD via the hdMoonray hydra delegate, we've also put up a MoonRay-native RDL2 conversion of ALab for testing. It can be found on our Test Scenes page here: |
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Works! |
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This is my script for rendering out the sequence on a single box |
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The stoat should have white fur and a red pullover knitted top. |
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I've got a furry stoat with a red sweater! CPU: 16-core Intel(R) Xeon(R) Gold 5122 CPU @ 3.60GHz Thanks, DW for releasing this great tool! |
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Can you tell me what the following were set to with this command hd_usd2rdl -in ./ALab/entry.usda -purpose render -time ${i} -camera root/camera01/GEO/renderCam_hrc/renderCam_buffer/renderCam_srt/renderCam -out stoatrender.${i}.rdlb How many camera anti aliasing sample? What is the total ray depth? What is the transmission ray depth? What is the specular/glossy ray depth? What is the diffuse ray depth? How many diffuse samples? How many specular samples? How many transmission samples? How many light samples? Do any of these questions have no meaning to Moonray? |
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off we go again with a big texture cache |
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this is the ray depth info |
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I have a question: What is the mirror_depth relate to? Where can I find the effective tranmission depth and samples? I am hoping to do a 1:1 comparison using USD Arnold on the same hardware with the same scene. |
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These are the steps that I followed for the original "stock" ALab before I
saw the link to the DW version:
- Downloaded and unzipped the three files for ALab. (Used wget).
- Used "rsync" to merge the downloaded "fragment" directory into
"ALab/fragment"
- Moved ALab/baked_procedurals to ALab/baked_procedurals.orig
- Moved the downloaded baked_procedurals into ALab.
- Used hd_usd2rdl to convert entry.usda into 'stoat.1004.rdlb' (at frame
1004, with the suggested camera).
- Rendered rdlb with moonray (this is the one that took 6hrs since it
has stock textures.)
…--S
On Sun, Apr 9, 2023 at 5:32 PM Sam Hodge ***@***.***> wrote:
Here's more complete stats using the original (red sweater) ALab USD file
and the DW modified (grey sweater) rdlb version.
This confirms that the out-of-box performance is greatly improved with a
bigger texture cache.
Machine:
CPU: 16-core Intel(R) Xeon(R) Gold 5122 CPU @ 3.60GHz, 128GB
GPU: Nvidia RTX 2080Ti, 12GB
| Alab version | Container | exec_mode | texture_cache_size | total time |
| ------ | ----- | --- | ----- | ---- |
| dw (grey sweater) | apptainer | xpu | 40960 | 01:06:57 |
| dw (grey sweater) | apptainer | vectorized | 40960 | 01:33:42 |
| stock (red sweater) | apptainer | xpu | 40960 | 01:53:52 |
| stock (red sweater) | apptainer | vectorized | 40960 | 02:04:50 |
| dw (grey sweater) | apptainer | xpu | 4000 | 02:29:48 |
| dw (grey sweater) | docker | xpu | 4000 | 02:36:07 |
| dw (grey sweater) | apptainer | vectorized | 4000 |02:56:09 |
| dw (grey sweater) | docker | vectorized | 4000 | 03:03:57 |
| stock (red sweater) | docker | xpu | 4000 | 06:04:50 |
| stock (red sweater) | docker | vectorized | 4000 | 06:25:09 |
I'm curious to know what optimizations DW performed on the ALab set, as
the improvement is substantial and the GPU benefit is much stronger. It
seems like more than just converting textures to .tx format. (The basic
settings appear to be the same.)
Did you take the original file ALab2 files and convert the .exr files to
.tx files and then link the USD files to the updated file extensions
yourself to get the red jumper and white stoat to work correctly?
I have yet to see a render from Moonray from the original files using the
texture files from the stock ALab2 scene expect maybe for a microscope in
isolation
At the point where the folk from DWA uploaded the new .zip with the mip
mapped .tx file I have been working from there
But if I can render from the original with the stoat looking correct , I
would be interested in knowing the reproduction steps to make that happen
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It's using OIIO, so I think it's fair to say it doesn't need .tx files,
though it clearly is faster with them. (Thanks Larry Gritz and the OIIO
team!)
…On Sun, Apr 9, 2023 at 6:39 PM Sam Hodge ***@***.***> wrote:
I have yet to see a render from Moonray from the original files using the
texture files from the stock ALab2 scene expect maybe for a microscope in
isolation
MoonRay requires that textures be converted to tiled and mipmapped tx
files prior to rendering.
Let's make that a "maybe not" 🤠
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I just want to propose the following method for getting a clean scene to render with |
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stoat_smoothed.mp4stoatrender_log.1010.txt Texture cache at 75Gb, brings down the miss ratio but probably need more like 150Gb for this scene to get full CPU occupancy |
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Hey the example scenes are not working out for me.
But what would be really hot would be a tutorial about how to output the ALab2 movie from Animal Logic
https://dpel.aswf.io/alab/
Possibly using AWS compute resources and slam out some pixels as a real world "Hello World"
I have been a render TD for more years than I can count, and if I wanted to make an argument to swapping rendering engine.
This would add weight to this arguement
Sam
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