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alesmav
01-10-2008, 03:05 PM
Heya!

I am in the middle of rendering my short and I've stumbled across an annoying problem that I can't seem to fix. It's with my mental ray occlusion pass. It's reasonably fast when the character is a bit further away from the camera and entire body is in the shot . But as soon as I have a closeup of my character (from the waist up or even closer) occlusion rendering bogs dows big time. For example I just rendered one frame from the shot where the character is close to the camera (only his upper torso and head) and it took more than 12 minutes to render a 480x270 frame on a quad proc machine. When you consider that normal beauty pass with all lights and geometry only takes 3 seconds (!) to render I believe the occl render time is a bit unhealthy. Any tips on how to optimize it better?
I have 16 samples and max_distance set to 5 on my occl shader node.

Thanks a bunch!

Ales

Ultrasonic
01-11-2008, 09:33 AM
Hi,

have u used the maya renderlayer occlusion-preset? this one renders pretty fast and clean most of the time....

cheers
OLi

alesmav
01-11-2008, 02:24 PM
Thanks Oliver, yes I use default Occlusion preset. I did a ton of projects using it, but with with my character, I can't figure what bogs it down. Perhaps it has something to do with geometry history (wrap deformed geometry, etc), I don't know... I guess it's a very specific problem so I will probably have to accept the longer render times. Thankfully I have a lot of CPU power at my disposal...

Ales

rygoody
01-13-2008, 07:27 AM
You could try setting up the FG AO in mental ray.

Or you could try rendering out occlusion passes with Nvidia Gelato, it's faster than MR for that and its free.

Or you could try Turtle, it has very good occlusion and it's cachable.

ghostlake114
01-13-2008, 10:13 AM
@rygoody: could you tell me more about speed of AO in gellato , I will immediately use Gelleto for my AO pass If it really faster. We have only limited resources of rendering machine, so any tips to speed up rendering will be great

Ultrasonic
01-13-2008, 06:04 PM
I think Gelato gives you a different anti aliasing then MR and you can run into trouble with that i fear....i have seen some fast AO renders from gelato but their quality wasn't that cool....but fast....if you try it please give some feedback to this thread....

c ya
Oli

Bitter
01-13-2008, 08:07 PM
If you are using Maya 2008 the ctrl occlusion has the caching algorithm built-in to speed up occlusion in Maya. If you have Maya 2008 P03 from Autodesk (the current build if you are a Subscriber) there is a fast occlusion shader that does the same thing. It requires mental ray 3.6. It is faster but I haven't run it for an animation yet.

alesmav
01-14-2008, 10:13 AM
Thanks for all the replies! I really have to try out some other occlusion render engines. Mental ray Occl can be slow at times. But then again, I am using maya 7.01 (didn't want to switch maya version in the middle of production), so I guess the occl should be more optimized in the later versions.

Btw, I found out what was causing the abnormal render times for my occlusion pass - I had some head elements (eyes, eyelashes, hat...) in NURBS geometry and it was at those exact places that render bogged down dramatically. I know... I should optimize NURBS tesselation values for mental ray render. But I just converted those surfaces to polys and the render times became healthier.

Thanks again!

Ales

Bitter
01-14-2008, 08:26 PM
Under the render settings you can place a global override for the NURBS approximation. I do that a lot and render times decrease insanely sometimes. I love NURBS, I know I'm weird.

noizFACTORY
01-16-2008, 02:36 PM
Gelato's ambient occlusion pass is indeed fast and also easier to set up. All one needs to do is turn on the ao pass check box in the gelato render globals. I don't see why it shouldn't be as good as any other ao pass when tweaked correctly (the max error and the max pixel distance being the ones to watch out for). I've often used it in production, especially when i'm rendering ao with transparency maps which can be a major pain to set up in mental ray (anyone knows any alternative to the current method of using a mib transparency shader?).
Do check out gelato's ao and see if it suits your needs.

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