Multiscatter Xeon Issues
Posted: Sat Mar 14, 2015 10:05 pm
Hi all,
We are experiencing some unusual problems with Multiscatter. We are currently attempting to render a scene on our render farm which has multiple Multiscatter nodes in the scene to create grass, bushes and trees etc.
Our render farm has a combination of 6-core Sandy Bridge and Ivy Bridge Intel i7 and dual 12-core Xeon E5 V3 processors with between 24-64 BG RAM. We are running Windows 8.1 64-bit, 3Ds Max 2015 with EXT1, VRay 3.00.07 and Multiscatter 1.3.2.3 on all machines. These don't look like issues being caused by conflicting software versions.
Two odd things are happening:
1. The Xeon machines (Dual 12-core Xeon E5 V3s with 64GB RAM) take almost twice as long to render the scene as the single 6-core i7 machines. The Xeon machines are 3x more powerful than the i7 machines so this is very odd. We've tried rendering the same scene without Multiscatter and the frames render as fast as we'd expect, so it's definitely an issue with Multiscatter. We've also tried different GI options and Light Cache seems especially slow.
2. The positions of some blades of grass shifts on the Xeon machines but not on the i7 machines What is really odd here is that 90% of the blades of grass are in the same place on all frames, but a few seem to move to a different position on all the Xeon machine's renders. All machines have access to the distribution maps, texture maps, Vray Proxies etc. so it is 100% not a missing assets issue.
There seems to be a huge discrepancy between what we're seeing on the Xeon machines and the i7s. We are gradually switching our rendering to Xeon based machines so if Multiscatter is going to perform this badly then we might have to look else ware for this kind of plugin unless it can be resolved.
If you are able to help with these issues that would be appreciated.
Many thanks
Ollie
We are experiencing some unusual problems with Multiscatter. We are currently attempting to render a scene on our render farm which has multiple Multiscatter nodes in the scene to create grass, bushes and trees etc.
Our render farm has a combination of 6-core Sandy Bridge and Ivy Bridge Intel i7 and dual 12-core Xeon E5 V3 processors with between 24-64 BG RAM. We are running Windows 8.1 64-bit, 3Ds Max 2015 with EXT1, VRay 3.00.07 and Multiscatter 1.3.2.3 on all machines. These don't look like issues being caused by conflicting software versions.
Two odd things are happening:
1. The Xeon machines (Dual 12-core Xeon E5 V3s with 64GB RAM) take almost twice as long to render the scene as the single 6-core i7 machines. The Xeon machines are 3x more powerful than the i7 machines so this is very odd. We've tried rendering the same scene without Multiscatter and the frames render as fast as we'd expect, so it's definitely an issue with Multiscatter. We've also tried different GI options and Light Cache seems especially slow.
2. The positions of some blades of grass shifts on the Xeon machines but not on the i7 machines What is really odd here is that 90% of the blades of grass are in the same place on all frames, but a few seem to move to a different position on all the Xeon machine's renders. All machines have access to the distribution maps, texture maps, Vray Proxies etc. so it is 100% not a missing assets issue.
There seems to be a huge discrepancy between what we're seeing on the Xeon machines and the i7s. We are gradually switching our rendering to Xeon based machines so if Multiscatter is going to perform this badly then we might have to look else ware for this kind of plugin unless it can be resolved.
If you are able to help with these issues that would be appreciated.
Many thanks
Ollie