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Rendering with Arnold in Houdini and Solaris using the HtoA plug-in.
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Discarded duplicate deformation keys Warning

Message 1 of 6
3293 Views, 5 Replies

Discarded duplicate deformation keys Warning


I have a scene where I get this warning: (but actually almost always get it using HtoA)

47: [polymesh] %s: discarded %d duplicate deformation keys

And then I get the following Performance Warning:

WARNING |  Scene creation time could be reduced slightly by fixing the following issues:47 meshes were motion blurred even though they were static.

I am using a lot of .ASS instances, but also normal Geometry.
Motion Blur is disabled in Arnold ROP and on all Object Arnold Properties (Also prior of .ASS instance archive export). AR Motionblur Camera Properties left at default.
No "v" attribute present on geo either.

Any idea how I could avoid this, as it really seems to slow down scene creation time?

Houdini 17.5.460
HtoA 5.3.0
Windows 10

(sorry for messed up formatting in log)

Labels (3)
Message 2 of 6
in reply to: MeyerAdrian

There's nothing you can do, and I don't know that you would gain that much anyway ("slightly")

At translation time (when the Houdini scene is translated to Arnold nodes), HtoA would have to have new code to confirm that objects are indeed static.

// Stephen Blair
// Arnold Renderer Support
Message 3 of 6
in reply to: MeyerAdrian

The ass files were exported with motion blur enabled, so the ass files have the motion keys for motion blur. That's why you get the warning even though motion blur is enabled in the scene.

// Stephen Blair
// Arnold Renderer Support
Message 4 of 6
in reply to: MeyerAdrian

I did a test with a scene of 48 polymeshes, each polymesh with 840K vertices and 1.5 million normals, with two motion keys. Two motion keys doubles the number of vertex and normal coordinates in the ASS file.

Removing the motion keys (disabling motion blur) gave a 1s improvement in scene creation time (from 15s to 14s).

// Stephen Blair
// Arnold Renderer Support
Message 5 of 6
in reply to: MeyerAdrian

thanks for looking into it.

the thing is that I have Motion Blur disabled on the Objects with which I create the .ass standins.
(Object Arnold Parms Transform Keys/Deform Keys / Velocity Blur all disabled)

And I also have Motion Blur disabled in the ROP.

So where does that come from?

Ok good to know though that it woill probably not impact performance so much.

But still, I am talking about scenes with over 200.000 ginstances with instances around 2-3 million polys. So I want to be sure that it is as optimised as possible.

Message 6 of 6
in reply to: MeyerAdrian

Also in my Log Statistics it says:

BVH_motion::intersect 0:47.86 ( 4.14%)

Does BVH_motion::intersect has to do with Motion Blur?

I mean 4% is not huge, but would be still too much as I don't actually want to render MB at all and total render time is quite long.

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