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  • Sluggish view of animation – on a fast machine – when setting up scenes

    Posted by Per Sverre wold-hansen on June 5, 2014 at 11:06 am

    (Studio R14, Cinebench: CPU ->1176, OpenGL -> 126)

    With my “decent speed machine” I’m having problems setting up animation in many scenes. They are very complex/heavy: Ocean animation; Relatively complex landscapes; Intricate Vessels. Many animated parts: Object-moves, radar antennaes, propellers, flashing lights, waves, moving vehicles on shore, etc.

    I’m getting about 1 frame/sec at times – Some of the scenes are quite time-critical, and it is nearly impossible to get an idea of the animation flow until after render. Result: Repeated re-renders.

    I’ve tried to turn off “everything not needed” – And set to “Box-view”. Still sluggish… I’ve not tried to set the elements to different Layers yet, and turn un-needed Layers off. I’m not familiar with that. Could that possibly help?

    What I’m about to do is to make a “mock-up” of Cubes and a Floor to find the right timing. – Then use data from THAT in the real project

    Any other, better ideas? – I would be immensely thankful for any help on this!

    PerS

    Darby Edelen replied 11 years, 11 months ago 3 Members · 6 Replies
  • 6 Replies
  • Darby Edelen

    June 5, 2014 at 2:21 pm

    Layers are a good idea. You might also adjust the level of detail down.

    If you’re using any cloners see if you can get away with enabling render instances.

    Darby Edelen

  • Adam Trachtenberg

    June 5, 2014 at 2:51 pm

    Probably the biggest CPU killer in terms of viewport performance is object number. If you have hundreds or thousands of objects that aren’t animated you might see if you can join them into a single object, or at least fewer objects.

  • Per Sverre wold-hansen

    June 5, 2014 at 2:53 pm

    Thanks Darby.

    I’ll certainly try Layers.

    > You might also adjust the level of detail down.

    How do I do that? Where? What kind of details?

    No Clones used.

    PerS

  • Per Sverre wold-hansen

    June 5, 2014 at 3:12 pm

    Adam

    Thanks for the input! – Many Objects, but not in the thousands…

    I could try to reduce numbers, but it is possibly easier to just do a “simplified” simulation (Cubes, Floor) of the time-critical Objects.

    Wondering: When joining Objects extensively the textures for these single Objects could be numbered between 50-100. + Other (non-textured-) materials. Is there a limit?

    BTW: Do you think turning OFF Layers would help?

    PerS

  • Darby Edelen

    June 5, 2014 at 3:21 pm

    It should be in one of the editor menus. I don’t recall exactly which one.

    Even if you’re not using Cloners you might try creating instances of any duplicate geometry that doesn’t require point level animation. An instance of an object uses almost no memory while 2x a single object would normally require 2x the memory.

    Darby Edelen

  • Darby Edelen

    June 5, 2014 at 3:24 pm

    Are you using dynamics? If so, have you baked them? Baking the dynamics will increase your scene size on disk but will eliminate any need to calculate dynamics per frame.

    Of course it becomes difficult to iterate the settings on your dynamic objects if you’re baking them every time.

    Darby Edelen

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