[Bf-cycles] Optimization project

Daniel Salazar - patazstudio.com zanqdo at gmail.com
Tue Mar 25 00:43:28 CET 2014

Created this document, editable by anyone so we can keep track of
optimizations and best hardware to use Cycles in :D

Daniel Salazar

On Tue, Mar 11, 2014 at 11:40 PM, Daniel Salazar - patazstudio.com
<zanqdo at gmail.com> wrote:
> Hi Coders! Dingto, Brecht, Lockal et al.
> After finishing our small part of the Gooseberry teaser I can
> certainly say it has been our most resource and time expensive work
> yet (considering it's only 87 frames).
> https://drive.google.com/uc?export=download&id=0B67Ge85fFdh3aW1FY2N5SUI0UXc
> The rendertime went up to 3.5h in CPU mode using an AMD FX-8350
> Octocore and about 2.5h - 3h on a GeForce 480GTX SC depending on
> screen coverage of the character (both where running at the same time
> so this might not be a super accurate time)
> The heavy rendertime came mostly from the use of SSS in both the
> caterpillar, and to a lesser extent the twig. At 2048 s/p the noise
> was still noticeable on the character's body when animated so we ended
> up pulling 3072 s/p. At this quality I can not see any noise even in
> the original PNGs :)
> I'm offering this complete scene as a production test file for
> hopefully improving the rendering speed of Cycles. It is definitely
> not a light scene, using up to 4 GI bounces, SSS and hair; on the
> other hand, it is only 1 character in an outdoors lighting set with no
> physical environment so I would think it's just a taste of the
> requirements of a real gooseberry shot :D
> https://drive.google.com/uc?export=download&id=0B67Ge85fFdh3enYwTEp2bG9zSlk
> So pick your favorite frame, grab a cup of coffee and hit F12!
> kind regards,
> Daniel Salazar
> patazstudio.com

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