Sorry for resurrecting a pretty old thread here, but this has been killing me lately. I made some progress so thought I'd share. Quick workaround, if you're using Royal Render, submit with 'Start Multiple Instances', each render node will render 2 frames at the same time, so it will be slow when it's firing on all cylinders on both frames, but as soon as it gets down to the sticky points, the remaining cores are plugging away on the other frame at the same time. It looks like RR can only start 2 instances, not sure if you can hack it to start more though. Its cutting render times down by 40% at the moment on the current job.
-----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Thomas Helzle Sent: 17 August 2011 22:18 To: [email protected] Subject: Re: Final Gather Tiling still broken? No, I don't use refinement passes. It's simply that the tiles/buckets used by Final Gather are too small on the first round, so it has to fill the gaps in 3 additional "passes" or "rounds", which feels completely wrong, even more so since one of those passes seems to need to finish before the next starts, leaving some cores waiting on one slow bucket. Would be cool to have a way to tell Final Gather to use the same bucket size as the main render - everything else looks like a bug to me actually and it's there since I can remember. Cheers, Thomas Helzle On 17 August 2011 16:21, Len Krenzler <[email protected]> wrote: > I seem to remember reading somewhere (can't remember where) that the > actual sampling pattern for FG had changed in MR. If I remember > right, it was supposed to be more efficient. Not sure if that's true. > > Turning refinement passes on or off has an effect on how many passes > are made. It sounds like you have it on. (Advanced Options > > Refinement Passes) > > Don't know if that helps much but that's all I know. > > On 8/17/2011 2:33 AM, Thomas Helzle wrote: >> >> So you are saying if I don't use FG previsualize, the tiling will >> make sense? >> >> Cheers, >> >> Thomas >> >> On 17 August 2011 10:28, Rob Chapman<[email protected]> wrote: >>> >>> There is a setting in the fg render options called previsualize or >>> something, turn that off? >>> >>> sent from my android >>> >>> On 17 Aug 2011 09:04, "Thomas Helzle"<[email protected]> wrote: >>>> >>>> Hi, >>>> >>>> I'm currently rendering some architectural visualization using >>>> Final Gathering with preview and realize that the bucket tiling of >>>> the final gather pass is still using that weird pattern with too >>>> small squares first, then long thin rectangles horizontally, then >>>> vertically ones and finally the tiny remaining dots ... Each of these four >>>> "passes" >>>> seems to be exclusive, so only after the initial squares are done, >>>> the first round of long thin rectangles starts etc. >>>> I seem to remember that Halfdan once mentioned that this should be >>>> fixed one or two versions ago. >>>> Is there any news on this? >>>> Any known workaround to get efficient rendering where the buckets >>>> are the same size as the render buckets and go in one pass instead >>>> of 4 weird sized ones? >>>> >>>> Thanks a ton for any hint! >>>> >>>> Cheers, >>>> >>>> Thomas Helzle > > > -- > _________________________________________________ > > Len Krenzler - Creative Control Media Productions > > Phone: 780.463.3126 > > www.creativecontrol.ca - [email protected] > >

