My question is:
If there is a period of no changes in an animation, why does Visualize bother to re-render those frames? Why not just save the last rendered frame with the next frame number?
This is common with all rendering/animation packages as far as I know. I've never used one that works like this.
As a work-around, for my next animation I will just render the periods with motion.
This is the common way to deal with this. However if you use a motion graphics software like Premiere Pro or After Effects, etc then there is no need to duplicate the non movement images. You just tell the software how long to hold that frame. If you're going to be doing a fair amount of animation work investing in this type of software will save you a lot of time (you can rent Adobe products for like $20/month), not just for things like this but also for things like fades of parts, cutting sections, adding text, arrows, etc, etc.
Thanks for letting me know about that. I have Camtasia Studio and I just checked and found out they have a feature called Extend Frame that does the same function (pick a frame and say how may seconds you want it repeated for).
So that will be a big time saver!
My new workflow will be to save the "active" animation sequence(s) in Visualize. Then add the MP4 files to Camtasia Studio at the proper time points. Lastly, use Extend Frame to fill in the gaps.
That works too. I used to use a similar method.
Good conversation here. The workflows described are definitely the best options.
However Visualize used to skip rendering any 'dead' frames and simply duplicate frames lightning quick. It was never designed to work this way - just a happy accident I suppose. BUT this is only true if nothing is moving, changing, rotating, blurring, nor the camera moving - even in the slightest.
If you could, please test render a quick 2 second 360 spin, with 2 seconds of 'dead space' at the end. No camera movement - just the Rotation Animation. So the Animation Timeline would have the starting keyframe at 0, and the ending keyframe at the 2 second mark...and then move the red flag (which is where you tell Visualize where the actual animation ends) to the 4 second mark. Then notice the time stamps and the last 2 seconds (60 frames) should fly by.
Maybe this happy accident only works when the 'dead' frames exist at the beginning or end of the animation? Either way, Rob is correct - no other rendering program out there works like this.
Post your findings of this test in this thread. Thanks!
I did notice that "duplicate frame" behavior in my 2017 animations (great feature!) but I did this animation in 2018 with the new animation import from SolidWorks.
Let me do your test and report back . . .
I made a simple animation in SolidWorks, then exported to Visualize.
0-2 sec Hold
2-4 sec One block moves along another block
4-6 sec Hold
6-8 sec Block moves back to original position.
Then I rendered the animation (10 FPS) and checked the time stamps.
GOOD NEWS: Yes Visualize DOES duplicate those static frames! Big time saver!!!
I was worried that the Visualize time line only had a start & stop key frame. (I was expecting key frames to show the 6 & 8 second pause period.) But Visualize was smart enough to duplicate those static frames.
BAD NEWS: Why did it render EVERY frame in that animation I did a few days ago? (the last 11 sec were totally static.)
I rechecked and could not see anything that was changing.
I was using a SolidWorks camera, so I went back to my test animation and added a camera. No impact. It still duplicated the static frames.
Thanks for running this test for us. I'm glad Visualize duplicated the frames as we expected.
I'm not sure why it didn't work the same for your other project? Maybe it's file specific?
Maybe start deleting certain elements (HDR, various geometry, all appearances) one by one and then re-render the last 10 frames or so with motion in your animation, then the first 30 frames of the 'dead zone.' See what element you delete actually duplicates the dead frames as we expect. There's gotta be something in there that's animated...
Bill Toft wrote:
Late yesterday I started to render a 42 second animation in Visualize 2018 Professional. I am using Fast render (with 200 passes?) and 30 fps. I use Visualize Queue. The animation movement was imported from SW2018. Any color changes and/or part fades in & out were done in Visualize. It is still running, so I have had time to think about render times.
Does anyone have a better workflow?
I suggest hiring my neighbors 8 year old; I'm sure he can draw frames faster than Visualize 2018 can render them. By my math, your render speed is less than 3.5 frames per second.
Is there some inherent reason for why an animation would need to render (in Visualize 2018) at a snail's pace?
Total elapsed time (via Visualize Queue) was 20 hr. 17 min. for 1260 frames, or 58 sec. per frame. Compared to when I was using PhotoView 360 to render my animations, Visualize is a rocket!
I would say 3.5 FPS or 58 FPS was awesome.
Typically when I create an animation I shoot for 1 frame to complete every 5-10 minutes. Sometimes I can get them down to 1-2 minutes per frame and still maintain the quality I need but if I'm in the 5-10 minutes per frame range I'm happy.
Rich, I'd love to know what you're using to achieve 3.5 FPS animation save times. SolidWorks open GL animation frames don't even save that fast typically.
Perhaps Rich is referring to generating the animations with preview mode... ie non ray traced. In which case, you'd hope to get near real-time (ie 24-30 FPS) or even twice that on some hardware configs. BUT, this will depend on the frame sizes. At some point, a single frame, if large enough, is too large to render at once. So even Visualize (and SW) will output the frames by breaking that one frame into 4 or 16 tiles. So each rasterized (preview mode, or SW OGL/RealView) frame can slow down by that factor 4x or 16x.
Bill's render took 20+ hrs. Let's call it 72,000 seconds.
His animation was 42 seconds long, whereby each second contains 30 frames for a total of 1,260 frames.
He limited his passes to 200 (presumably for each frame) for a total of 252,000 passes.
Divide 252,000 by a time of 72,000 seconds to arrive at 3.5 passes per second.
Why can I run a single accurate-mode HD render at 60 passes per second, and what part of the "animation" process makes it take 20x times longer?
I'm not sure what your 60 passes per second, has to do with Bill's 3.5 passes per second? Bill clearly doesn't have the hardware to get 60 passes per second, probably at all, and not with his scene.
Passes per second are specific to your hardware configuration and the projects you're rendering. You must have quite a beefy GPU to be seeing 60 passes per second. Lucky you
So are you saying that you also experience a 20x drop off in performance on your machine when you run animations?
Sorry guys, not trying to mislead anyone into thinking that I'm rendering animations at 60 passes per second.
I'm not rendering animations at all.
However, I do render static models at at 60+ passes per second using a pretty standard GPU. Hence my question: what is it about the Visualize animation render process that slows the process down to a crawl? Even if I were to manually create a 40 second animated HD flythrough of one of my models, I'm pretty sure that I could render all of the required (static image) frames in far less than 20 hours.
The only way I know to do this and save time, is to not rendering the images of the static sequence.
But you have to add it later in a video edition software like Première or After-effects.
This is how I do to save rendering time
you have to buy high end GPU and using nvidia cuda for rendering ... just gtx1080ti x2 and u will be the king of the animations
How did you sett up 200 passes for Fast rendering mode?
As I know, by defaults it is 100 passes, and somehow I can't find that setup..
Thanks in advance.
Hey Bill, I have had the exact same thing happen to me occasionally . Renders slog when they shouldn't. I find turning off the computer and turning back on then opening project and sending to Queue makes everything render the fastest for some reason. In the past if I work on projects in SW and SWV for a few days and send projects to the Queue they can render a little slower. This doesn't happen always but every once in awhile it does render at a snails pace. At fast render you should be cooking that animation at lightning speed. Keep in mind at 200 passes in fast mode that doubles your time as opposed to 100 passes default setting.