On Thu, Feb 19, 2015 at 9:45 AM, Larry Gritz <[email protected]> wrote:

> Chad, are you ensuring that all of your textures are MIPmapped and tiled,
> and that your shaders are computing derivatives properly (i.e., not ending
> up with 0 derivs that inadvertently force point sampling at the highest-res
> MIP level)?
>

yep. arnold is set to abort on non-mip-mapped textures.  as for 0
derivatives, I think that arnold prints a warning in this case, but I can't
remember for certain.  any ideas on the easiest way to determine this?

We routinely render frames that reference 1TB of texture or more, using a
> 1GB texture cache. Or is it 512 MB? I can't remember, which underscores
> that it's such a non-problem that we almost never discuss changing it from
> one show to another, let alone mid-render!
>

we do too, we just end up with hundreds of GB of textures re-read from disk
and a disgusting amount of time spent on file IO, and the upshot is 45% CPU
utilization.  the difference between Luma and Sony might be that you have
fast caching servers like Avere which reduce the cost of re-reading
textures.  in our case, if we increase the texture cache to avoid
re-reading textures, we dramatically improve performance.  It's about
$300,000 cheaper than an Avere cluster :)

I'm going to go out on a limb and suggest that if you are having memory
> issues that are making you contemplate exotic changes to the texture cache
> policies, there may be other options, approaches, or changes to your
> pipeline that would be much more effective in addressing the root cause.
>

I'm curious what types of options, approaches, or changes you might be
thinking of.

you may be right, but I *think* that our situation is not that uncommon:
- we have a lot of large textures
- we have servers which don't have enough cache
- we have artists who don't know how (or don't have time) to read render
stats and optimize their renders

One possibility is that we may end up with tiles being read and used which
are higher res than needed.  Is there a stat which would help to determine
this?

I'd be happy to look at a full Arnold render log output from a troublesome
> frame, and see if anything stands out.
>

Thanks, I will take you up on that!  I'll look for some good candidates.

-chad
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