メインコンテンツへスキップ

CLO ヘルプセンター

どのようなご用件でしょうか?

Slow Performance even with strong PC.

コメント

  • pabloquintana

    Here are some interesting discussions in this forum related to your question. My understanding is that you can't hit 100% usage of your CPU or GPU for every task.

    https://support.clo3d.com/hc/en-us/community/posts/360030957594-AMD-RYZEN-CPU-SUPPORT

    https://support.clo3d.com/hc/en-us/community/posts/360015133893-Render-Properties-say-GPU-CUDA-but-CPU-usage-is-100-and-GPU-usage-is-10-

    -1
  • mrsbutterfish

    I am having the same problem, literally moving a point will take 3 minutes!!! I am getting distracted, and it's taking hours to construct a basic legging.

    0
  • ottoline

    Change how you work, best technical upgrade you can make to digital garment development. There should be almost no need to edit a pattern when it is at the correct stage in the assembly and simulation process. So if you are editing a pattern at low particle mesh distance after you have draped and posed it on the avatar, you need to ensure you are in the right stage/simulation state within the workflow. So work productivity with cloth simulation is about recognizing there is a definite formal workflow to maximize how the CPU/GPU works across the development stages. If you break from that you might find yourself working much less than at an optimal workflow and pace. No garment, no matter how complex should take (roughly) more than 90 minutes to draft, assemble and drape, with most well under 60 minutes. 

    0
  • d448831

    Alulla Alemayehu-  i am having the same issue - although recently started with 3D i upgraded my desktop to i9 and Nvidia 2080 - as those features were recommended highly ! by Clo webside.

    But as i switched from HP Papillion i7+ 1660,  thinking that wasn't good enough --- mhhhh - now i am  frustrated - even changing a line or adding a point takes longer than with the lower performance hardware  I had earlier. can anybody give  advice how to improve ? thanks a  lot  --------- 

    0
  • CLO Designers

    Hi Everyone. Please see below link about helping improve speed while working in CLO. Without seeing the exact files you are working on it is hard to give specific advice, but below is great general advice for best working processes.

     

    LINK : https://support.clo3d.com/hc/en-us/community/posts/360046609113-CLO-moving-very-slow-

     

    LINK : https://support.clo3d.com/hc/en-us/community/posts/360049197574-clo-so-slow-My-computer-assets

    0
  • ottoline

    You certainly shouldn't panic as your hardware spec looks good, you should be enjoying solid performance, so you maybe need to check off a few window operating system issues, and then a quick breakdown on your CLO3D default settings for some of the finer setup issues that surround the GPU and CPU performance.

    The two links above are a good start-point for check list items, so maybe read through those and post how you get on after reviewing those items.

    I am generally in this forum (Australian hours) to ask and can usually talk someone through their problems and throw a few pointers on how to work fast,  and I am happy to do that. So keep posting and I am sure we can get you through this so you are rip roaring through your simulations.

     

    Check List

    1. Up to-date NVIDIA Graphics driver
    2. NVIDIA control panel > Make sure > Set global high-performance graphics card
    3. Use VBOs > Set the VBOs usage in order to improve the rendering speed. ( Main Menu ▶ Settings ▶ User Settings ▶ Graphic Options)
    4. That the Windows OS system  is set so CLO3D has priority over other software > Open task manager > Processes > Details Tab > select app > right click > set priority > Normal (and you could try changing this to be a higher priority eg: above normal - over other open apps eg: if you are viewing tutorial videos while you work - stop the video or change how the win OS  distributes resources to the app (eg: CLO3D) you want to have priority over other apps > CLO3D cloth simulation is maths intensive so you would want to balance this with other apps in your workflow).
    5. That the Windows OS system  is set so CLO3D  > CPU processor affinity is optimum with the OS  > Open task manager > Processes > Details Tab > select app > right click > set affinity and make sure all your CPU cores you intend to allocate are selected. (ie: cores 0-7)
    6. Check the CLO3D software has the number of cores in use (below) allocated to match what you set in the OS system > Menu > Preferences > Simulation Properties > Property editor > Number of CPU cores in use > (input how many you want to allocate) the default should be set already - but just double check this to rule it out as a problem.
    7. And directly under the setting (6) make sure the GPU simulation is not accidentally toggle on to  stop the GPU simulation > it should be off.
    8. same as (6) in the simulation properties >   make sure the preset drop down > has the 5 default simulation preset files listed. These are the same as using the simulate (space) menu item above the 3D workspace to call up these default setting files. So just double check the default ones are being referenced correctly.

     

    Hope that gives you a loose check list to try out. Let us know how you get on.

    0
  • Marine

    Hello, I have followed the recommendations in this post and the reference posts, but my performance is still very slow.  It's so slow that I can't even complete my project, which is urgent.  Every time I make a simple change, like moving a point, CLO freezes while simulating.  I really don't know what to do but at the moment, it's almost impossible to use because of the performance.

    My specs are as follows:

    Processor Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz
    Installed RAM 16.0 GB
    NVIDIA GEForce RTX 2070 with Max-Q Design

    Can anyone offer any other advice other than what's above?  The only discrepancy I see is when I select the Normal preset Nonlinear Simulation is Off, and when I check it then the preset says custom.  Otherwise, as far as I can tell all the settings are as recommended.  Thank you for any advice.

    0
  • ottoline

    You have two modes for simulation GPU and CPU. The GPU is for working mode when arranging your garment on the avatar and sewing. And the CPU simulation mode is when you are doing finished drape simulation. In addition to these modes you need to ensure (important) that your project is at human scale (not 10X larger) and that you are using about 20mm to 10mm particle distance during basic drape assembly, and only  shift to smaller particle mesh distance eg: 5mm when doing the beauty simulation pass on the CPU.

    A small test you can run is to make a 50cm x 50cm cloth pattern, at 10mmm particle distance, pin it in free space and then simulate it too a drape then try moving it. The frame rate (fps) for the cloth collision can be turned on in the 3D window and you can read off the values - do that for CPU simulation (normal) and GPU simulation (normal) and post the fps rate. We can then tell you if there is likely something wrong with the software setup or the OS system setup.

     

    https://support.clo3d.com/hc/en-us/articles/115000446367-Show-Simulation-Speed

    0
  • Marine

    Thank you for your help.  I did the test and here are the results:

    Yes, for my project the particle distance is 20mm on each piece and it should be at human scale.  Just one thing to confirm..I should have GPU Simulation on when I am working, correct? I might have been confused because I thought the recommended settings above with GPU simulation off was for working.  

    0
  • ottoline

    When working on the basic assembly stages sewing and garment arrangement around the avatar and 1st basic drape use GPU collision simulation. Then when you have your basic garment on the avatar, arranged in some basic layer order on an avatar in a standing position arms down near the side (A) pose stance, complete the pattern editing. Don't leave 2D pattern adjustment and editing to the final stages (that is an incredibly time consuming error to make in workflow) as the later stage is not about pattern editing but Pose and beauty pass simulation for styling at smaller mesh distances (eg: 5mm and using the CPU - complete simulation mode). So you need to appreciate there are well defined simulation stages (fps) collision frames per second that you need to manage as you work over the course of the garments development. As you decrease particle distance the simulation time goes up exponentially, therefore you need to take a managed approach to this time constraint. And if you are efficient with workflow you can greatly reduce a garments build time. A lot of designers I stand over the shoulder of using MD and CLO3D spend too much time preening and crooning over their work at every 30 second drafting change leading to a further 3-5 minutes of simulation time. They literally spend days of unnecessary time admiring their handy work. And that is simply nonsense in terms of build efficiency - so don't develop bad habits, stay effective. A complex garment can be drafted and simulated in under 60 minutes ready to run off a photoreal render in 20 colorways. If I see a designer take more than 60 minutes to bash out a 3D garment they are obviously struggling - so time to step in and change their workflow habits and simulation environmental setups. 

     

    Your frame rates look normal for that size pattern, so if you are getting slow simulation across a garment assembly you may need to change some of your work practices. For general assembly and sewing a garment together you should ALWAYS use the bounding volume (BV) and blue dot arrangement points, and with GPU as your simulation setting. This means one click assembly of the basic patterns to the avatar for placement with some manual tweaking with the gizmo will accelerate the assembly and 1st layered simulation. At that point (before) and after you should save a (new 3D state) history point in the project which allows you to return to that part of the project and also to 'fork' the file into an up-issue copy, drafted derivative. That is the drafting and 1st assembly stage to a basic 'fit' drape. At that point you check the 'fit' on the avatar for the garment using the strain, stress tools and tapes and adjust the 2D pattern drafting switching off patterns you don't need. The objective is to get the pattern drafting and editing to a good fit and drape at 20mm before moving into - styling trim and beauty pose/simulation. The CPU (fitting accurate sim) can be used here to fit a drape and fabric to the avatar to assess the design style lines and tailoring. Adjust your drafting here for final changes. if you need to add styling variations, save a new 3D history state and save as a up-issue garment, you can also save out pattern piece parts as separate items as you fork out elements, then pull them back in as subassemblies if you choose. So this intermediate stage is where you can scale out a single garment into style variants with speed and relative ease at quick low simulation time (fps) cost. So workflow plays a big part in how you attack bringing your project build times down.

    Once your editing has stopped you should shift into the beauty pass stage of posing and simulation and lower particle mesh distance. This is where the simulation fps could fall as slow as 4 to 5 fps for a garment whereby all pattern pieces are active. So this is dramatic fall off in speed, so you need to plan well for this stage. If you have to make an edit at this stage it can be slooooooow. So the name of the game is - get that done prior to the beauty pass stages. Inevitably changes will need to be made on finished garments, but where possible try to avoid that. And as you have your previous 'forked' history issues saved as you can pick one of those pattern pieces etc if needed. So don't stick to just one file copy, stagger your workflow. It's called a 'build up' process, as opposed to CAD 'build down' process.

     

    I would check that you don't have an excessively layered garment with many pattern pieces all active, that will slow down the simulation time, so in your assembly and simulation process (beauty pass) get used to switching off (freeze patterns) what you don't need to simulate(sim)  and only sim what you need to get a detail to perform well. eg: gathering can be done at the piece part level one at a time if needed.   

    Also check with your OS (windows or mac) that the CLO3D software has 'priority' over any other software you have open at the same time running in the background (eg: disk cleaning etc) , as that may be hogging GPU or CPU resources, which can slow down the app. You can do this in windows from the task manager where you can set the CLO3D app to have priority over the GPU and CPU resources from other OS administrative applications.

    Hope that helps.

    0
  • Marine

    Thank you for the advice.  This helped a lot.  

    0
  • marisel

    Hello everyone! So render on my laptop - macbook pro 2017 core i7 render pro 560 4gb works really bad ( you can see it on the picture) . There is nothing the same as i see in many works of our people. May be somebody faced the same problem? I have been looking for the resolution of this problem for a while, and still i don’t understand i have this problem because of weak laptop or because of some other reasons. If someone help me, i will be very thankful!

    0
  • CLO Designers

    Hi marisel. This might be due to your Render settings. We have a video HERE that talks about Rendering in CLO. One thing you may need to look at is noise. What was your noise lever set to? By default it is set to 0.050, but for sharp clear images you may consider lowering it to 0.010.

    Also your computers 4GB memory is below the recommended specs 0f 8GB minimum. You can find out recommended specs HERE

    We hope this helps!

    0
サインインしてコメントを残してください。