HAIR problem: long prep times for rendering stills

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Old 05 May 2012   #1
HAIR problem: long prep times for rendering stills

Using Hair in a project. Dynamics have been disabled and generating circle sweeps from them from the choices in the generate tab.

Animation renders just fine, however if I wish to render a still frame from a point later in the timeline than 0, c4d chugs away for several minutes in the "preparing" phase.

Thought maybe caching the Hair would solve the prep time delay, but caching only seems to work with Hair dynamics.

Is this normal behavior? Also notice that only one core out of 12 is doing the prep work.

HAvent used Hair much in quite a while so not sure if this is just how it it.
 
Old 05 May 2012   #2
Only render in the viewport.

Essentially every time you render to the picture viewer C4D starts at the first frame in your project and calculates all animation up to the point in time it needs to render. This however becomes a burden whenever simulations or expressions etc are turned on as it needs to consider all the frames prior. Even without hair dynamics it still needs to map that initial hairs on the first cram and then maintain the interpolation consistently as the scene animates and objects deform.

Also a sine massive hair object is inefficient. Hair generation is not multithreaded for a single hair object, but, C4D is intelligent to send each hair object to an individual ore seeing a significant boost in hair generation speed if you split up your hair wisely.
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Old 05 May 2012   #3
Originally Posted by LucentDreams: Only render in the viewport.

Essentially every time you render to the picture viewer C4D starts at the first frame in your project and calculates all animation up to the point in time it needs to render. This however becomes a burden whenever simulations or expressions etc are turned on as it needs to consider all the frames prior. Even without hair dynamics it still needs to map that initial hairs on the first cram and then maintain the interpolation consistently as the scene animates and objects deform.


Considering I need to render 4-8K frames of specific keyframes for the client, editor renders could be tricky.



Originally Posted by LucentDreams: Also a sine massive hair object is inefficient. Hair generation is not multithreaded for a single hair object, but, C4D is intelligent to send each hair object to an individual ore seeing a significant boost in hair generation speed if you split up your hair wisely.


It is not a massive hair object at all. It is several Hair objects generating maybe 150 total hairs combined.

Not noticing cores being split--even with a few hair objects. Only one core was at full capacity--the rest were doing (well, effectively) nothing. But thanks. Answers my question at least.
 
Old 05 May 2012   #4
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