Double render times with Cycles 2.69 vs 2.70RC #39089
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Reference: blender/blender#39089
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System Information
Win7
I7-2600K
2 x GeForce GTX 580
Driver: 334.89
Blender Version
Broken: 2.70 RC
Worked: 2.69
Short description of error
Hello Devs,
unfortunately I have almost double cycles rendertimes with 2.70 RC.
Mike Pans BMW renders in the same time but my files has problems.
Perhaps it has something to do with linking. I link 28 objects in the szene.
Rendertimes:
2.69 Resolution: 50%HD, 100spmls, 2x GPU 26 sec, CPU 3:13
2.70 Resolution: 50%HD, 100smpls, 2x GPU 45 sec, CPU 6:29
I can´t upload the production folder because it is to big. I tried to delete all necessary stuff but it´s still to big.
But here is a dropbox link:
https://dl.dropboxusercontent.com/u/15310188/render%20bug.zip
(By the way I won a trailer competition for the local short filmfestival
with the video I made with the attached file: http://www.kurzfilmwoche.de/)
Changed status to: 'Open'
Added subscriber: @ClemensRudolph
#39280 was marked as duplicate of this issue
Added subscribers: @ThomasDinges, @brecht, @mont29
Think this is for you, guys?
Added subscriber: @Sergey
Added subscriber: @MartijnBerger
does this also happen when using a single GPU ?
Added subscriber: @ignatz
I'm seeing similar time differences on my system. Only tested it with the GPU, but yeah a bit more than two times slower on Blender 2.7 for this file.
Blender 2.69 - r60995
time: 46.21 seconds
Blender 2.70 - hash
211f08d
time: 2 minutes and 8.5 seconds
Windows 7 Pro 64-bit
core i7-4770K 3.5 GHz
ASUS nVidia GeForce GTX 760 2GB GDDR5 DirectCU Mini
It is also with simgle GPU.
I think it has something to do with linking (and or depsgraph).
I will try later with BI.
I have bisected and arrived at:
37c4d6a50a
this commit causes this issue
Wow, thanks for the effort!
Added subscriber: @RonanZeegers
◀ Merged tasks: #39280.
Added subscriber: @Lockal
Confirming bisect by @juicyfruit.
Before commit: 00:32.53
After commit: 01:34.59
Note that the following materials have misconnected node trees both to surface and volume sockets:
After fixing materials in 4 library files (which can be filtered in Outliner in "Blender file" mode), the rendertime goes back to 32 seconds.
@Lockal's findings gave me an idea.
If a node is connected to the Volume Output, "shader->has_volume" is true in shader.cpp.
This leads to "SD_HAS_TRANSPARENT_SHADOW" being set, and therefore more work and BVH intersections in shadow_blocked().
Solution: Check the nodes that are connected to the Volume output and ignore them, if no valid Volume closure is present.
Changed status from 'Open' to: 'Archived'
I wouldn't consider this a bug even. We could make the code smarter here, but it's not possible to do this reliably in all cases even. I've added it to the todo list now:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Volume