I am trying to optimize my render setup at the moment.
I have to generate a cloud filled sky with the sun coming through to fly closely above the clouds for a couple hundred frames.
to keep this as efficient as I can I use 15 different low-res vdbs < 1MB in the InstanceVolumeCacheLoader (With lod settings to keep times down) and used the particle Instancer to populate my sky with around 500 clouds.
This is my base and later on I will add more high res closer by clouds.
Problem is, even this base already renders around 40 minutes at around 900x500 with low progressions, due to the scattering of clouds through clouds, through more clouds.
The question now is, is this a good way to approach this, or are all the lod calculations and the caching of external files actually making rendering slower? or would a simple geo with a noise applied be a faster option (didn’t seem like it with my first test, but maybe I did something wrong)
Thank for any helpful comments already!