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Understanding
BSP Depth in Mental Ray
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By TN Bharanidharan,
Head -Rendering Technology, DUX Soft
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- Orange is best.
- Yellow and green are acceptable.
- Blue should be avoided.
- Pure red should be avoided as
much as possible, before all other considerations.
- Blue and green are preferred over
red if you have to choose.
Now, do not expect any rendering
to be of a consistent coloring, which would be the perfect scenario.
In
pretty much any production case, we are far from the perfect scenario.
We will see in a moment that in
some cases, solid red is acceptable and in fact, may render faster
than orange, yellow and green.
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In general, it can be assumed that
higher depth will make rendering faster. That sounds logical, as
it means less triangles need to be tested for intersection when
a ray hits a BSP tree box. But we will see later that too many box
subdivisions can actually slow down rendering. The right depth value
will cause the BSP tree to do the right number of box subdivisions.
The right number of box subdivisions will get the fastest rendering
time. It lies at the point where the number of box intersection
tests and the number of triangle intersection tests is perfectly
balanced.
1. Red means that we have reached
the maximum depth of the BSP tree.
- In very rare cases, when we
reach the maximum depth of the BSP tree, we have in a box a
triangle count inferior to the size parameter. That would be
the perfect scenario.
- In more realistic situations
however, it means that we no longer subdivide the scene into
boxes, but the triangle count still exceed the size parameter.
Therefore, more triangles will
have to be tested for intersection.
- Since the triangle test takes
longer than the box test, it is safe to assume that more red
means longer render time.
Tip: Unless you have reached
the point where the BSP tree is too subdivided, consider
increasing the depth value.
2. Orange means the BSP tree is
perfectly balanced, in a realistic way. It means that we are very
close to the maximum depth but we have not reached it.
3. Green and yellow mean that there
is a sufficient balance, although we tend to use more memory
than necessary.
4. Blue means that the BSP tree
has way to many subdivisions for the amount of triangles it's
mapping, the BSP is way too large compared to what it should ideally
be. Such a BSP tree uses
too much memory.
Tip: Decrease the depth
value.
Conclusion:
The BSP depth settings can be controlled in the mental ray renderglobals.
Do a preview render with the progress
messages “on”. Then change the settings using the diagnostic as
reference and then do a render again. These iterations will help
in reducing the render time by adjusting
the BSP Depth.
Change the Depth in and view the
BSP Values in the Output Window.
For any queries write to: burny@duxsoft.com or connect@animationxpress.com
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