How To Speed Up Volume Renders With Octane

A few months ago, Rohan Dalvi took to the stage at NAB and taught us all about optimizing our volume rendering workflow in Houdini. He walked through one of those quick lessons where you learn how simple it can be for your computer pipeline by following some best practices specific only to Octane’s dynamic renderer – no static scene here!

With dynamic volume renders in Houdini, you might find that your render times keep increasing as the amount of volumes increase. The issue is when they start decreasing again or have an explosion and then eventually come back up to full power which makes them take longer than expected for some reason! You would think with less things being rendered it should be a lot easier right?
The input talks about how there can potentially be another problem at hand here: inadequate memory allocations from time-to-time resulting on slower performance due too much garbage collection – but considering all those factors I don’t see any possible fixes coming soon enough either way without redesigning everything…

We have to get rid of the low density voxels that you can’t see. The rendering should be improved, without affecting quality!