Hi Peter,

Switching is a bit dull as well, but not as bad.

I'll lighten up the Passes as I do tend to keep extra partitions floating 
around a fair bit.

I had written a Pass Duplicator in the past, for a similar situation, I'll give 
it a whirl again.


Thanks for all the pointers, good to know it's generally a result of scene 
bloat rather than anything deeper.


Cheers,

Adam.
---------------------
Yoyo Digital Ltd.
07956 976 245
http://www.linkedin.com/in/adamseeleyuk

https://vimeo.com/adamseeley






________________________________
 From: "[email protected]" <[email protected]>
To: [email protected] 
Sent: Monday, 23 September 2013, 11:00
Subject: Re: Pass Duplication reallllly slow.
 


Is switching passes slow as well?
There’s a number of things that make passes slow, number one being 
partition overrides that contain shaders connected on shaderports. You know, 
where XSI has to make duplicate materials on the fly for each modified 
material?
There is also simply the amount of objects in the scene – each object has 
some info per pass which partition it belongs to – in case of ref models it’s 
in 
the delta under grouprelations - and it really bloats scenes. Assuming using 
reference models for everything, it’s common to see scenesize triple or 
quadruple, when comparing before and after passes. Don’t take this as a hint 
that reference models are the problem – with objects local to the scene this 
data exists as well, be it hidden, and it slows down the scene as well – it’s 
impact on scene size is just less predictable.
Don’t put thousands of objects in a partition (perhaps with an override to 
put subDs at 0) just to hide them – keep them in the background partition and 
hide that one – it’s a lot less data and faster to update.
Also, analyze the overrides: are there ways to simplify them – and to avoid 
connecting shaders into shaderports? By making sure that all shader nodes are 
named identical and built with the same template structure, the amount of 
overrides could be considerably reduced. Eg, if you have phong1 and phong3 on 
some shaders, an override on phong will not work on them. Rather than building 
overrides that contain changes for many different names, clean out the 
names.
 
Think of pass as a recipe that’s run on the entire scene for creating the 
render-ready state for the scene, from its default state. Every partition and 
every override has to be considered and executed for every object – and before 
you know it this results in a lot of work for the software to do, at once, on 
every single switch of a pass. It’s a mega update operation for the entire 
scene.
Building a pass is less complex to handle than duplicating one. (imagine 
the grouprelation data I mentioned above – on “duplicate pass” it has to add 
that data on every single object  – not when creating a new pass, since 
everything is in the default partition)
On Monster In Paris we had scenes that took half an hour to switch passes 
and XSI would just freeze on duplicating passes. When analyzing the scenes 
nothing suspect was found. 
Our solution was rebuilding the scenes. Tools were developed for this and 
it made a huge difference – we ended up doing it on every scene before going 
into lighting. There is tons of hidden data as well as orphaned data (you know: 
“disconnected from scene” data) that gathers in scenes over the course of a 
production. The rebuilding of scenes in its current state will “flush” this out 
– or rather: you will get to the same endresult without all gathered bits of 
garbage. I’ve seen scenesize go down tenfold in cases – and absolutely 
everything was present in the smaller scene. Passes were built in this clean 
scene – through script, and rather than loading a full preset for a pass it was 
reconstructing each pass step by step. Things went smooth from there and we 
didn’t get the extreme slowdowns with passes again – except for a handful 
exceptionally complicated shots – that were just slow and might have been 
impossible without rebuilding them.
Another optimization that was rather important was lowering the amount of 
objects – which could be done by merging static objects with same materials ( 
you know, when every single bolt and screw is modeled as a separate object? ) – 
it made a huge difference for accelerating passes. Too often assets go straight 
from modeling (where they want to be able to tweak and change everything) into 
the rest of the production, without thorough cleanup, consolidation and 
optimization . This comes back with a vengeance in lighting – where output from 
several departments is gathered, and you have to get it to actually 
render.
 
Anyway – I know all this does not really help in a direct way. In order for 
passes to remain snappy in complex scenes, you really need to work as clean and 
optimized as you can – and ideally keep passes as the last step, after a 
thorough cleanup. Growing a scene organically, with different artists doing 
things in an almost random order and on an as needed basis – in short the 
freestyle workflow that “nonlinear everything” allows – results in much 
unneeded 
data and does not play nice with passes. Sanity checking and scene rebuilding 
tools can go a long way in keeping complex scenes manageable. But building such 
tools requires a structured and predictable way for scenes to be organized. In 
a 
freestyle workflow where every shot is a one-off – you might just have to bite 
the bullet and live with some slowdown. 
From: Adam Seeley 
Sent: Monday, September 23, 2013 12:08 AM
To: [email protected] 
Subject: Re: Pass Duplication reallllly slow.
  Hi 
again,

nope... cut it down to 15 or so, still too slow.

Guess I'll 
have to strip it it see what's going 
on.
.
.
(stripStripStrip)
.
.
I've stripped it down to 
nothing.. it's fast to duplicate a Pass again (well, there's nothing in the 
scene).

Scene seems really dirty though,

1. I can't even merge it 
into another scene without crashing soft.
2. If I search the scene for Models 
I get about 100 of them, but they're not visbile in the Explorer, I can't 
select 
them & I can't delete them.
3. Each time I load the scene, one of these 
Models becomes visible and I can delete it. I save the scene & when I reload 
it, another one of the Models becomes visible again.

Mucky stuff and 
typical for a Sunday evening of course.

Adam.
 
---------------------

http://www.linkedin.com/in/adamseeleyuk

https://vimeo.com/adamseeley




 

________________________________
 From: Sebastian Kowalski <[email protected]>
To: "[email protected]" 
<[email protected]> 
Sent: Sunday, 22 September 2013, 
21:54
Subject: Re: Pass 
Duplication reallllly slow.

 
75 are are a lot of passes.. maybe its because of that.
 
Am 22.09.2013 um 22:50 schrieb Adam Seeley <[email protected]>:

Hi,
>
>I 
  can make sure all viewports are hidden, but it stills takes it's own sweet 
  time.
>
>
>
>Adam.
>---------------------
>http://www.linkedin.com/in/adamseeleyuk
>
>https://vimeo.com/adamseeley
>
>
>
>
> 
>
>________________________________
> From: Sebastian Kowalski <[email protected]>
>To: Adam Seeley <[email protected]>; [email protected] 
>Sent: Sunday, 22 September  2013, 21:30
>Subject: Re: Pass  Duplication reallllly slow.
>
> 
>did you tried to mute every window, or fullscreen the  pass explorer? 
> 
>Am 22.09.2013 um 22:20 schrieb Adam Seeley <[email protected]>:
>
>Hi folks,
>> 
>>SI2013sp1
>>
>>Sorry 
    to interrupt the current B&C intrigue...but.
>>
>>I've got a big scene 
    with quite a few Passes (about 75),  but I've hit a major slow down 
    when handling them.
>>
>>Duplicating a Pass can take aobut 3.5 minutes (I 
    just tried it).
>>
>>It doesn't matter how complex the Pass is (I just 
    tested an empty Default Pass with both partitions hidden).
>>
>>Has 
    anybody had this before or know what specifically might be slowing things 
    down?
>>
>>Many thanks,
>>
>>Adam.
>>
>>---------------------
>>
>>http://www.linkedin.com/in/adamseeleyuk
>>
>>https://vimeo.com/adamseeley
>>
>>
>>
> 
 
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