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Hi guys. So I'm running into a bit of a weird issue here. My Arnold renderer within Maya is running normal most of the time, but on this project I'm working on, I've got a shader where I've got many masks and diffuse textures etc plugged into it. Now, it renders fine, but as soon as I plug displacement maps into it, Arnold runs very slowly and does not actually render with full CPU usage. Now conversely, if I plug the displacements into a fresh aiStandard Shader, Arnold runs fine as well, utilizing 100% CPU usage. It's only specifically when I'm plugging in displacements to this shader (with a hefty amount of 8k textures already plugged into it) that I'm getting this issue. Is this normal? I understand longer render times etc, but what about this would cause my actual CPU usage to run at a LESSER level? When I plug the displacements into that shader, the CPU usage runs at about 30-70% usage, where as normally it runs at 100% usage until the task is done. Anyone know if this is normal? Thanks.
Images here: summary of node tree I've got going on. Those textures and masks are being used to control the diffuse being shown on the surface of the armor pieces on the model. The image shown rendering at 100% CPU usage is without displacements being plugged into that shader. The one where it's rendering at 47% CPU usage is with the displacements plugged into it. And to reiterate, the problem is being caused by a combination of the shader + the displacements. The shader without the displacements renders fine at 100% CPU usage, and the displacements alone plugged into a fresh aiStandard Shader render fine at 100% CPU usage. It's only when I plug the displacements into that specific shader am I getting this weird problem of sub-100% CPU rendering.
Solved! Go to Solution.