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johnt53984649
Inspiring
November 2, 2016
Answered

After Effects CC 2017; Multiprocessing?

  • November 2, 2016
  • 21 replies
  • 62607 views

I haven't updated to CC 2017 yet, but it sounds as if they've made significant performance improvements to the render engine since CC 2015.  Considering this, has anybody tried it yet?  Is it still less efficient than CC 2014's "Render Multiple Frame Simultaneously" option?  In terms of rendering muli-layer compositions with many different transformation and distortion effects, is it wiser to stay on CC 2014 where I still have access to multiprocessing or should I invest the time to try out CC 2017?  Let me know how it works for you.

    This topic has been closed for replies.
    Correct answer Mylenium

    Is it still less efficient than CC 2014's "Render Multiple Frame Simultaneously" option?

    Yes, it is. It still only chews through the layers directly involved in rendering the current frame of the active comp, though it seems to do so more relaibly and a tad faster than the CC 2015 stuff.

    Mylenium

    21 replies

    jonathanh97724603
    Participant
    July 13, 2018

    At least put the After Effects UI in its own thread. There's no reason why loading a preview for complex composition should compromise my ability to uncheck the layer's visibility boxes. If you don't know how to do it, ask anyone whose been developing for mobile for more than a year, they can teach everyone at Adobe how to put UI in its own thread. It would really make After Effects a lot less frustrating.

    And for those of you suggesting that there's no incentive for Adobe to fix this, there are a few marginal customers out there. For example, I am a computer engineer at a startup who thought "Hey, I mostly do engineering, but maybe can make an explainer video for this startup in After Effects." The video turned out awesome, but the project took me so long (paid hourly) that I'm now forbidden to work on videos. They are taking away my Creative Suite subscription. I wish I'd used another software because I thought working on videos was fun.

    Szalam
    Community Expert
    Community Expert
    July 16, 2018

    jonathanh97724603  wrote

    At least put the After Effects UI in its own thread.

    The UI is on its own thread. That was the major change from CC 2014 to CC 2015 versions. As long as you're using AE version 13.5 or greater, you should be able to interact with the UI even when it's in the middle of trying to render something. The UI and renderer are running on different threads. What you are describing should be possible with newer versions, but if you're using CC 2014 or earlier, it won't.

    Participating Frequently
    November 28, 2017

    Hi everyone. I've been biting my tongue reading this thread since a friend pointed it out to me to it a few months ago. I'm excited to announce RenderGarden, a tool we developed at my studio Swordfish in San Francisco. We built RenderGarden as a simple network rendering toolset for AE. One of the by-products is that it allows you to maximize your processing cores, essentially bringing back Render Multiple Frames Simultaneously (RMFS). The main difference is that we split your comp up into multiple segments and can render the segements concurrently. This alleviates issues that plagued RMFS. We're seeing a 90 min comps render in under 30min, and someone this morning posted that they saw a 5x speed increase. And as you add muliple machines each machine will utilize all of your procs, exponentially increasing your render speed. Please download a demo from our site and give it a spin! www.mekajiki.com.

    Participating Frequently
    November 28, 2017

    And here's a little background about why we made RenderGarden.

    Swordfish uses Pixar's Tractor for network rendering in After Effects, Maya, C4d, Houdini, Nuke, Handbrake, Font Syncing, etc. We went with Tractor after trying other queue's and found it to be amazingly powerful and bullet-proof, as you would expect Pixar to build for their internal productions. But it had its challenges... it was not simple to setup. We needed to hire an outside IT company to set up an NFS network, and my TD spent weeks if not months writing custom python to get everything running seamlessly. I spent over $50k in hardware/software/development to get my farm to where it is today. And I love it. But earlier this year we had a project come in which required a few of my artists to work off-site at a client's office on 6k comps while our tractor farm was slammed with other projects. Our client gave them each two Macs, so we started to think about how we could leverage the tools we made for our Tractor farm and create a mini-farm down there. Initially we created a sneaker-net solution to segment the comp to the four macs, then proceeded to think up ideas to automate this process. We didn't need a full-blown farm, just a little garden– hence the name RenderGarden. We added the Gardener tool to watch for seeds on the network, and started installing Gardener on other client machines in the office to render in the background. One of the unexpected by-products of RenderGarden was the fact that you could plant more than one seed on the same computer, which brought back the render multiple frames simultaneously feature Adobe killed in 2015. We found 2-3x speed increase on each render node, and have never seen a decrease in render speed as others here found with the old AE feature (might be how we segment chunks of your timeline and not frames). We also do not have issues with GPU, expressions, particles, etc., since we're basically using the same submit scripts we use for Tractor over the past four years. So that's the background of why we made RenderGarden.

    Participating Frequently
    November 29, 2017

    Wow, thanks for taking the time to explain and share the workflow.  We'll take a look at it for sure!

    PS - Adobe, something that works to leverage full capability of local machines should be BUILT IN.  They did it, why can't you?  In this CENTURY?

    Casey_D
    Participating Frequently
    November 21, 2017

    I've found a workaround by running a multi-image sequence. You can use a 3rd party plugin like Background Render and just run the script multiple times.

    You can also set this up yourself with some quick scripting in Terminal

    This allows me to pump out 4 - 5 frames at once on my computer (8-core CPU) before it starts to really slow down.

    the_dudes
    Inspiring
    November 21, 2017

    1. This thread is not "solved"

    2. I like the certainty of how Rick Gerard​ comes in to defend Adobe & AE.

    3. Multicore-processing - NOW!!!

    4. Where's AE's roadmap?

    Participating Frequently
    November 21, 2017

    In response to Rick Gerard's "defense" of the current state of AE: "failing to maintain a productive work environment lies squarely on the user, it's not any software companies responsibility to make sure your particular system is always working."

    Well, crikey, Rick: If RMFS wasn't working for you 90% of the time, that must be your fault then. I do 3D finishing, motion graphics, and compositing. Multiprocessing in AE 2012 (yes, 2012) works 95%+ of the time for me. Another hint: anyone who produces animation (including motion graphics and VFX) knows to render image sequences. Google it if you are confused as to why this is better.

    P.M.B
    Legend
    October 14, 2017

    Make After Effects Great Again!! 

    ~Gutterfish
    Community Expert
    October 14, 2017

    Hoorah

    Participating Frequently
    October 17, 2017

    Perhaps you know who to nudge to get an official response to the thread?

    Community Expert
    October 14, 2017

    RMFS, in my experience and with the common composites I create and the video formats most of my clients required did not work 90% of the time. Sometimes I could use it to render an image sequence and then turn that image sequence into a video and save a little time, but almost every temporal effect I used and most production codecs my clients required were and are not compatible with RMFS. Most production video formats are also not compatible with multi-machine rendering unless you are talking rendering image sequences.

    Being an ACP does not predispose me to defencing Adobe. On the contrary. I am openly critical of things that just don't work, and failing to maintain a productive work environment lies squarely on the user, it's not any software companies responsibility to make sure your particular system is always working. That's your job.

    Participant
    October 14, 2017

    It works, but there is a caveat in that you need to consider your workflow.  If I'm doing a retime, the retimed footage would ultimately be reoutput to image sequences that replace the original plate. It's more efficient and avoids any potential glitches from other effects applied on a retime. Other temporal effects like motion blur, I utilize filters that don't have an issue with RMFS; from what I recall RSMB is fine for example. As mentioned, I try to avoid working with highly compressed video files as this is generally better for quality and efficiency.  RED files are output to individual frames, BMCC produces raw frames, 5D would be converted before doing any really major work, 3D renders are output to EXR, etc. Slow decompression image formats like PNG are avoided too as the decompressed frame in the buffer takes up the same amount of RAM regardless of the image file size.

    Previewing (for those not familiar, RMFS preview is done with numpad 0, not space) is the most important - that's what you're doing constantly - so video output is moot there. On final export I don't recall off-hand having  RMFS issues outputting H264 mp4's, but often times once final export is needed, I'd output a HQ master - DnxHD for example or image sequences - from which other lower quality formats would be generated, often in the background. (An i7 will even compress H264's at the hardware level, though that may have an impact on RMFS; older high core xeons used to have issues here). Alot of these workarounds are also better practice in general, so more often than not, it's worthwhile and the efficiency gained from RMFS continues to demolish render times in more recent versions of AE.

    jaminw526403
    Participant
    June 10, 2017

    So we can look forward to a "AE 2" lol That would be nice.

    Participating Frequently
    June 22, 2017

    Because, multiprocessing:
    I did a brief test with CC 2017, versus what I'm (still) using, CC 2012. A very common scenario for me: One OpenEXR file sequence, some minimal color correction, a couple text layers. This was a comp of about 1300 frames. I did a "purge all" in both versions for fairness. Times are MM:SS.

    AE CC2012:

    cache full sequence:     00:40

    render full sequence:    02:30

    AE CC2017:

    cache full sequence:     02:30

    render full sequence:    04:46

    Think I'll stay with the old dog. I prefer the multiprocessing.

    [machine specs: Win7pro, dual 8-coreXeon/3GHz, 128 GB RAM, interal video RAID w/ typical 400MB/sec. transfer. Yes, it's a production beast]

    Participating Frequently
    June 29, 2017

    This is really sad state of affairs for AE rendering. We've had a cloud membership for a year now hoping multi-thread would come back but here we are, with no resolve. And no word from Adobe on an estimated update. At this point, anything short of a miracle multi-thread renderer would be a vast disappointment. All those wasted render hours in 2017 for an incremental boost? I hope not. And soon.

    P.M.B
    Legend
    May 11, 2017

    You know, anytime someone revives this thread complaining about the speed and performance they get a slew of answer explaining how technically, earlier versions were a hack & "not real multi-threading" etc... Which may all be true.  But I think the point is that those old "hacked, half baked" versions of After Effects were faster & more stable than the current.   There are exceptions but it seems the odds have reversed.  While before most people had a generally good opinion & experience & few had issues, now most people have issues with stability and speed (compared to version before 2015) while there are a few who feel it's an improvement.

    When push comes to shove there are very few people who give a rats eye how After Effects does what it does, as long as it does it.

    I mean the reason given for the rewrite was that AE was essentially a bunch fixes written on top of sloppy code, right?

    Well then has anything really changed?  Isn't writing fixes on top of sloppy code exactly what they're doing now?

    Adobe is using it's leverage in the industry at the expense of the consumer.  Maybe they need to be broken up into smaller, individual companies.  It's been done before when companies that provide service vital to the economy become this way. 

    Maybe Adobe needs to be slapped on the wrist by Uncle Sam and sent to separate rooms.

    ~Gutterfish
    Szalam
    Community Expert
    Community Expert
    May 17, 2017

    Gutter-Fish  wrote

    You know, anytime someone revives this thread complaining about the speed and performance they get a slew of answer explaining how technically, earlier versions were a hack & "not real multi-threading" etc... Which may all be true.  But I think the point is that those old "hacked, half baked" versions of After Effects were faster & more stable than the current.  

    I can't speak for everyone, but the reason I share stuff like that about how AE is technically doing things is to try to give context for why AE changed. Yes, in many ways, for some workflows, it's worse now. But, for me, knowing the context is helpful, so I assume the same may be true for others. I would be really frustrated with AE if I didn't understand the reason why some of the stuff is being done. (Same thing for Cinema 4D and their new open beta for an update to BodyPaint. If I hadn't been told about their longer-term goals and the reason for this, less-than-stunning "update", I would have been rather upset.)

    Gutter-Fish  wrote

    Isn't writing fixes on top of sloppy code exactly what they're doing now?

    Ostensibly, no. They have been describing it as creating a new architecture. So now, it's not patches and workarounds on top of old code, it is clearing bugs out of new code. So instead of putting patches on the roof of an old building, they are solidifying the foundation for a new one. At least, that's how I understand it.

    Again, it's not all that helpful to us users NOW, but for me it's nice to know the plans for the future are good.

    Also, the latest couple of versions of AE have been working really well for me and I haven't opened CC 2014 in my freelance studio in months.

    Participant
    March 8, 2017

    When I use the ae2017 render 4K

    CPU takes up 30%or10%, I do not know why 100%

    Tested on 2cpu e5 2667v3 2.9G 16core 32threads  96G RAM  win7

    Known Participant
    March 7, 2017

    Man, i'm rendering 600 frames 4K Film resolution project with 30 layers, 5000+ particles and Element 3D objects, DOF, AO, etc etc and my 24-cores dual Xeon only 4% used. They got to be kidding!

    But my Quadro 6000 GPU Utilization says 1% and up to 50%-90% when finished per frame (10-15sec/frame).

    So, I use Ray Traced on my Final Comp. Does this means the Final Render Export uses GPU instead?

    I enabled the Graphics & Compute Workstation Options on NV CP.

    Should we tried to turn off CUDA option and use CPU instead for Final Render? or use Classic Renderer?

    Can anyone confirm?

    Cheers!

    Szalam
    Community Expert
    Community Expert
    March 7, 2017

    If you're not creating geometry with the ray-traced renderer, it's much better to set your composition to use the classic renderer.

    If I were in your position and using CC 2017, I would consider saving it back a version and try rendering in CC 2014 with multiprocessing to see if it makes a difference.

    Known Participant
    March 7, 2017

    Szalam  wrote

    If you're not creating geometry with the ray-traced renderer, it's much better to set your composition to use the classic renderer.

    If I were in your position and using CC 2017, I would consider saving it back a version and try rendering in CC 2014 with multiprocessing to see if it makes a difference.

    Hi thanks for replying

    All complex geometries were created inside Element 3D plugin, along with it's AO, DOF, Glows settings, etc etc.

    So in my comp just quite number of lights with cast shadows, reflections. And with Trapcode plugins.

    i need Ray Traced Environment layer. but I'll try to re-render with Classic Renderer and see.

    yes i'm on CC 2017. will i loose any 2017 built in effect features in 2014? and might need to re-install all the 3rd party plugins