For the RAM you can check the utilization from the activity monitor, be sure to have some free memory available and the amount of compressed memory. It’s unlikely to be the issue but better to check just in case. Can you show a screenshot of your scene? Just to understand the complexity.. it’s normal that some scenes take long to render, but without seeing your work it’s impossible to know if it’s the normal behavior or if there’s something wrong.Firstly, thank you for your advice. How do I determine ram saturation? I've been monitoring my core usage, and my machine is using everything. I checked my screen lock settings and made sure that the computer doesn't go to sleep, and it appears to be working better now. One thing I just noticed as I came back to my machine prior to writing this message is that the fans were down, and the machine was rendering slow even with full utilization. It appears my battery was near dead, sitting at 4%.
My machine is plugged into two monitors with USB C, which I assumed provided adequate charging, but it appears not. Is it safe to keep the actual power cord plugged into my MBP with the monitors plugged in?
Thanks. Here is everything for you. So two things to add. I've noticed now that I am running with my power adapter plugged in, that rendering appears to be faster. I need to do tests once this job is complete, but if I remember correctly, it was taking 15 minutes per frame to render this turn table. It now appears that it's only taking 10 minutes per frame with the power adapter plugged in. I had my power settings to use high performance on battery. Weird.For the RAM you can check the utilization from the activity monitor, be sure to have some free memory available and the amount of compressed memory. It’s unlikely to be the issue but better to check just in case. Can you show a screenshot of your scene? Just to understand the complexity.. it’s normal that some scenes take long to render, but without seeing your work it’s impossible to know if it’s the normal behavior or if there’s something wrong.
All that being said, if you are in a hurry you can always use an online farm to complete the job in no time.
No. The QoS API is specifically to do with scheduling cores(efficiency vs performance). Renice is much more general.Doesrenice
(the terminal command) on the process not work?
Well executed scene, well done, I could only suggest cached out everything before final render, 10 minute render time looks normal with this setup. Only 1 thing I should ask, could you share render settings parameters, I saw it as 3/2/7/1/4/0. What is your transmissive render setting ?Thanks. Here is everything for you. So two things to add. I've noticed now that I am running with my power adapter plugged in, that rendering appears to be faster. I need to do tests once this job is complete, but if I remember correctly, it was taking 15 minutes per frame to render this turn table. It now appears that it's only taking 10 minutes per frame with the power adapter plugged in. I had my power settings to use high performance on battery. Weird.
Here is a digital portrait that I built. The scene consists of the character model and backdrop. The portrait has multiple hair systems with XGEN core, hair, sideburns, eyebrows, eyelashes, nasal hair, peach fuzz, etc. The robes have two interactive descriptions, one for the primary fuzz and a secondary description for flyaways. Now that I type this, I probably could have just made another noise modifier with a mask for the flyaways, instead of a whole other description. The grooms are not cached.
In terms of materials, the face has 3-6 UDIMS with 8k textures. The robes are mostly procedural and have a few UDIMS with again, 8k textures.
Well executed scene, well done, I could only suggest cached out everything before final render, 10 minute render time looks normal with this setup. Only 1 thing I should ask, could you share render settings parameters, I saw it as 3/2/7/1/4/0. What is your transmissive render setting ?
RAM is not an issue, still 43GB for that scene seems a bit too much, unless the clothes are made out of fur.Thanks. Here is everything for you. So two things to add. I've noticed now that I am running with my power adapter plugged in, that rendering appears to be faster. I need to do tests once this job is complete, but if I remember correctly, it was taking 15 minutes per frame to render this turn table. It now appears that it's only taking 10 minutes per frame with the power adapter plugged in. I had my power settings to use high performance on battery. Weird.
Here is a digital portrait that I built. The scene consists of the character model and backdrop. The portrait has multiple hair systems with XGEN core, hair, sideburns, eyebrows, eyelashes, nasal hair, peach fuzz, etc. The robes have two interactive descriptions, one for the primary fuzz and a secondary description for flyaways. Now that I type this, I probably could have just made another noise modifier with a mask for the flyaways, instead of a whole other description. The grooms are not cached.
In terms of materials, the face has 3-6 UDIMS with 8k textures. The robes are mostly procedural and have a few UDIMS with again, 8k textures.
SSS is the most calculating aspect on your scene, 4 is not much but get render time longer than usual . without SSS scene could render out 5-6 minutes I guessThank you. I'll look into caching. The only issue was this turn table. It's done now and turned out great. The 4k still shots are only left and don't take that long, considering the quality will be much higher on them.
Transmission is set to 1 right now, since there is no close up of the eyes in the turn table.
RAM is not an issue, still 43GB for that scene seems a bit too much, unless the clothes are made out of fur.
10 minutes looks about right for a full HD image considered Arnold is not the fastest render out there and you are not running the fastest hardware. I would consider to add some denoising, at least on the background. Overall nice result
SSS is the most calculating aspect on your scene, 4 is not much but get render time longer than usual . without SSS scene could render out 5-6 minutes I guess
Doesrenice
(the terminal command) on the process not work?
No. The QoS API is specifically to do with scheduling cores(efficiency vs performance). Renice is much more general.
That’s what I’d suspected, however have you tried it out?No. The QoS API is specifically to do with scheduling cores(efficiency vs performance). Renice is much more general.
Nice and renice are process granular; threads are different; I apologize.Nice! (Hah). Didn’t know about that command.
Was wondering what it would do vs the QoS scheduling; I guess increase the priority of a thread but not where it was run? I think the reason for the slowness in my case was that the render was getting set as a background task.
A long time ago. It didn’t seem to affect what cores were in use. More details by someone who looked much deeper here:How macOS controls performance.That’s what I’d suspected, however have you tried it out?
Apple refers to QoS as task oriented. Slightly more abstract than threads I suspect. DispatchQoSNice and renice are process granular; threads are different; I apologize.
"Task" means that the QoS attributes propagate *across* process boundaries.A long time ago. It didn’t seem to affect what cores were in use. More details by someone who looked much deeper here:How macOS controls performance.
Apple refers to QoS as task oriented. Slightly more abstract than threads I suspect. DispatchQoS
Thanks. Here is everything for you. So two things to add. I've noticed now that I am running with my power adapter plugged in, that rendering appears to be faster. I need to do tests once this job is complete, but if I remember correctly, it was taking 15 minutes per frame to render this turn table. It now appears that it's only taking 10 minutes per frame with the power adapter plugged in. I had my power settings to use high performance on battery. Weird.
Here is a digital portrait that I built. The scene consists of the character model and backdrop. The portrait has multiple hair systems with XGEN core, hair, sideburns, eyebrows, eyelashes, nasal hair, peach fuzz, etc. The robes have two interactive descriptions, one for the primary fuzz and a secondary description for flyaways. Now that I type this, I probably could have just made another noise modifier with a mask for the flyaways, instead of a whole other description. The grooms are not cached.
In terms of materials, the face has 3-6 UDIMS with 8k textures. The robes are mostly procedural and have a few UDIMS with again, 8k textures.
I sent you a conversation..Hi @Standard thanks for replying. I have been a mac user for more than 10 years and I don't mind using PC at work but I'd rather have a mac at home. My current mac can't handle marmoset (mid 2015 mbp with 16GB) and I want to upgrade but I don't see anyone talking about the M3 in this field and every naysayer tells me to move to pc again.
I don't even use Mari, Ive never tried it. I use Substance Painter. My biggest fear is that it won't be abler to render in Marmoset or Unreal5. Regarding hair, the kind of hair I want to learn is real-time.
Is it possible to send PMs in this forum?
- Added Metal device for Apple silicon GPUs (requires macOS Ventura or newer)
Not exactly the performance bump I was hoping for with the M3 Max, but it is faster and more importantly it is much faster at most of the stuff I actually need to do; I live in After Effects a lot more than any 3D apps.