Matte objects are realy slow

Hi guys, im using latest krakatoa (Krakatoa MX 2.1.4.48313 with fixed slow rendering of matted objects bug) but when im using 10 or more milions of poly xmesh objects used as matted, the matting is realy slow. And it looks when i have motion blur turned on , every pass it calculating the same matting which resuts realy big render times. (26 minutes with 10 motion blur passes) (one pass without matting takes maybe 30 seconds) Do you thing it can be more optimesed? Thanks a lot

I wonder whether the updating of the mattes takes long, or the rasterizing.
I am sure you know you can reduce the reevaluation overhead of the mattes with the controls found in the Motion Blur section of the UI, but the Depth Buffer will still be rasterized for each sub-frame pass.

Note that an XMesh will be reloaded on each sub-frame because it is assumed that it is changing unless the “Load Single Frame Only” option is checked (I assume, but have not tested this, that it would be cached and would not re-read from disk when “Load Single Frame Only” is on).

I tested with 28 instances of a 200 segs Geosphere, a total of 22 million polygons, and got 4 seconds to update and rasterize on my laptop, mainly because building a Geosphere is very fast. 40 seconds for 10 passes MBlur. So I would expect that the slow down in your case is caused by the XMesh reloading. Could you try collapsing the XMesh to an EditableMesh and testing again to compare the render times? This will help us look in the right place…

So, i tryed some test, i forgot to say that i am using voxel rendering. With particle rendering it tooks 1 minutes (10 pass mb) and with matte (2:30). But with voxel rendering it tooks 3 minutes without mates and 26 with mates. Do you know what option can affects volume rendering (because in light i have turn of shadows but shadow map resolution affects the render and also flickering so maybe there is aso some option like shadow casting which also affects it)