I loaded the project file this morning and ran rendered the "Graphic to Dust" tab. This is the one you see at the beginning of the tutorial which I had previewed. It took 7:04 minutes to render on my machine.
My specs are...
@tddavis @graymotion @filmsensei regarding my previous post (back at the bottom of page 4 of this thread), I went ahead and did a few render tests.
CHANGES TO "LEADING EDGE COMP"
CHANGES TO PARTICLE SIM (Only applies to renders Five and Six as listed above).
FINAL RESULTS (i76700 HQ, Nvidia 980m, 64GB RAM, Samsung m.2 SSD)
Now there are some visible differences between the three "sets" of renders. Changing the size of the layer emitter from an area of 1920x1080 to 1570x1000 will absolutely changes how particles spawn. The same number of particles per second spawning with the same seed to a different sized area? Dropping the particle per second count the last set again changes the look - obviously, from spawning fewer particles. That said, the "apparent density" between the first and last sets is roughly identical. taking the area of the emitter down to 76% and the nember of pixels down to 76% gives more-or-less the same density of visible pixels. The center set - 76% area but 100% pixel count - does, as one might predict, look a little more dense.
Practical upshot is, reducing the area of the layer emitter DOES allow you to drop the particle count significantly without making anything look "thin."
Mathematically, since Jay set up TWO emitters, reducing the particle counts of both from 100,000 to 76,000 gives us an overall ratio of (0.76*0.76)=0.578 about 58%. In other words, I've eliminated about 40% of the total particle count. The ratio between Render 1 and Render 5 (optimized emitter/particle count/no prerenders) is about 72%. Not as much of a speedup as I'd expect based on pure particle count, but, of course, there's also calculating the embedded comps and writing file to drive time, and probably some other things Hitfilm is doing I'm not paying attention to. I've still taken 30% off the render time by optimizing the setup. The ratio between Render 2 and 6 (Prerender versions of 1 and 5). Almost 40% off the render time. To compare my fastest and slowest renders, then Render 6 took about 54% as much time as Render 1.
So, bottom line, by shrinking the Leading Edge comp shot to be just larger than the graphic, turning the particle count down by the same ratio as I shrank the pixel area of the Leading Edge comp, and by prerendering the Graphic Dissolve and Leading Edge Comps I cut render time almost by half.
Hey, this is something I've talked about before, and I've always known the math behind the theory was sound, but this is the first time I've tested it to take a measurement. In this case, just prerendering the two comps takes over 10% off the render time. And the pre-renders took much less time to create than the amount of time they saved. Ok, that's unclear.... I took about 10-12 seconds to generate theo two prerenders that took 30+ seconds off the final render. Better?
@Triem23 Great info. Copy and pasted both posts. I can't wait to put them into practice.
@Triem23 haven't played with it, so I'll just ask: Can you mask off the Emitter shape rather than having to adjust the actual, physical size of the Comp shot itself? With a Grade Layer above it if it's an 'Order Of Operations' thing? If so, could you draw a shaped mask really close to the logo, rather than just using a rectangle, to further minimise wasted Particle effort on something like the Batman logo?If not, would that be something for the Wishlist?
@Palacono I don't think it's. My commentary on the Layer Emitter is partially based on the devs neither confirming or denying, but, if you turned off "Use Alpha in the Emitter transparency becomes black particles.
Now, an embedded Comp Shot gets used to Bake In effects, and here's where Order of Operations comes in.
As best as I can tell a Plane, 2D Photo, Video, Grade or Embedded Comp can be treated as a textured, 3D poly. Texturing is setting the inital color for a plane, the pixel data of the video or photo, OR the render of the comp/grade. That's what anything referencing a Source Layer is grabbing including a Layer Emitter.
I mean you don't have to take the time to optimize the template. It took about as long to do as I saved in render time.
@FilmSensei thanks again for this great tutorial!
Render time for "Graphics to Dust" composite (YT 1080p HD) on Mac Mini 2018, 32GB RAM, 3,2 GHz 6‑Core Intel Core i7 (Turbo Boost up to 4,6 GHz), Radeon 580 eGPU, Mojave 10.14.4: 2:52 minutes
What I observed: on export GPU was not really utilized (about 20% if I look at the bars in the Activity Monitor) and renderer seems to use only 2 cores (200% CPU usage). @CedricBonnier maybe something to look after.
@Triem23 This is great information! Like @tddavis, I have also copied and pasted both of your posts for future reference. I agree with @Palacono that it would be really nice if you could use a matte or mask to specify the exact region where particles spring from instead of having the computer calculate a bunch of invisible particles that will never be seen.
Thanks every one else for the feedback. It is always appreciated!
That is some really great and very detailed info. I did not know that so thanks, it will really help with Hitfilm particles.
I am delighted to say that my 10 second video entry for Production Crate's March Contest was listed in the finalist group!
Here is my 10 second video entry if you would like to take a peek...
@FilmSensei Wait, wait, wait... you do magic too!!!?
@FilmSensei Congrats! I'm pulling for you.
I watched the episode on PC this morning and saw your entry. Great job!
Check out my newest HitFilm tutorial: Exploding a Graphic with the Shatter Effect
Last week I released a video on the shatter effect. This week, I am adding more: A Shatter Map Generator along with a Shatter Project File tailored to use your custom made shatter maps!
Love it @FilmSensei .
Jay -- your download at Mediafire makes Avast pop up a malware warning. In addition to your zipfile, Mediafire is also downloading this file or accessing this link, which may have malware --
UPDATED APRIL 13 -- LINK REMOVED
Maybe you should ask Mediafire why they're sending this file, as it is being flagged by Avast.
@spydurhank Thank you.
@Davlon I have downloaded my project file on multiple computers and not had any problems. The link you provide above most definitely has malware attached, so to everyone else, do not click on it!
Check out my newest HitFilm tutorial video... Reflected 3D Extruded Text in HitFilm Express
Check out my newest HitFilm tutorial video, "What is a Pre-Render?"
Check out my newest HitFilm tutorial video... Super Subtle Dolly Zoom in HitFilm Express
@FilmSensei Oh, good choice of an example shot. I have always remembered that one shot from Jaws.
That was both well explained and perhaps not quite detailed enough. For someone who didn't know anything whatsoever about what a Dolly Zoom was, you didn't really explain why you were scaling and positioning and also the 'few moments later' removed you solving any problems you might have discovered and could have explained how to work around. Is it easy, or hard, to do that part? You mentioned potential problems with resolution, but not what they might be. In a comp shot it would have been easier to demonstrate the scaling as you can see the outline of the original clip when it's selected (or maybe you see that in the Editor too? Dunno, I use Vegas). Or, perhaps I just wasn't quite clear at what level of user this was pitched at, so my mistake. But other than that: up to your usual great standard, and you've definitely got smoother and more polished in your delivery over time.
@tddavis @FerrFilms Thanks guys!
@Palacono Good feedback. I appreciate it. The parts I cut out were just for time There were no problems getting the pictures to line up, it just took several seconds. I definitely could have added more explanation as to what a dolly zoom is. I could have also gone into a little more detail about how expanding the scale of a clip will degrade the resolution. Thanks for the feedback. I will definitely keep it in mind in the future.
Nice Jay. Made me feel like the little girl looks. :-)
As always, an excellent tutorial! @FilmSensei
Check out my ProductionCrate 10-Second Film Contest Entry: Tron Light Cycles!