Array modifier much slower than 2.62 #30695

Closed
opened 2012-03-27 09:27:09 +02:00 by Mikhail Rachinskiy · 23 comments

%%%1. Array broke crease if it located before SubSurf.
2. Mirror->SubSurf->Array = wierd visibility
3. Mirror->SubSurf->Array = very slowdown if amount of copies more then 20

See blend file for better understanding.

Platform:


Windows 7 Home Premium x64

OpenGL:


  • Renderer: 'GeForce GT 240/PCI/SSE2'
  • Vendor: 'NVIDIA Corporation'
  • Version: '3.3.0'

Blender:


Version: Bmesh
Revision: 45138%%%

%%%1. Array broke crease if it located before SubSurf. 2. Mirror->SubSurf->Array = wierd visibility 3. Mirror->SubSurf->Array = very slowdown if amount of copies more then 20 See blend file for better understanding. Platform: **** Windows 7 Home Premium x64 OpenGL: **** - Renderer: 'GeForce GT 240/PCI/SSE2' - Vendor: 'NVIDIA Corporation' - Version: '3.3.0' Blender: **** Version: Bmesh Revision: 45138%%%
Author
Member

Changed status to: 'Open'

Changed status to: 'Open'

%%%Can confirm issue with crease, but not with visibility. What does it mean exactly? And did you try recent builds from http://builder.blender.org/download/ ?%%%

%%%Can confirm issue with crease, but not with visibility. What does it mean exactly? And did you try recent builds from http://builder.blender.org/download/ ?%%%

%%%Assigning to self.

I assume by "weird visibility" you mean that face normals are wrong?%%%

%%%Assigning to self. I assume by "weird visibility" you mean that face normals are wrong?%%%
Author
Member

%%%Yes face normals are wrong, and it ignores "Optimal Display" option.

And don't forget that it working very slow with amount of copies over 20.

svn for last two days have not commits related to modifiers or drawing, so i guess it's not matter if i will use old revision.%%%

%%%Yes face normals are wrong, and it ignores "Optimal Display" option. And don't forget that it working very slow with amount of copies over 20. svn for last two days have not commits related to modifiers or drawing, so i guess it's not matter if i will use old revision.%%%

%%%Partial fix committed to r45214. Fixes crease and normals. Optimal display and slow output are not yet fixed.%%%

%%%Partial fix committed to r45214. Fixes crease and normals. Optimal display and slow output are not yet fixed.%%%

%%%I just wanted to report a bug about that Merge in Array isn't working properly... Is it TODO or not?
I'm not lazy just don't want to grow up bug reports when it's unnecessary.
I'm attaching "Array_merge_bug"%%%

%%%I just wanted to report a bug about that Merge in Array isn't working properly... Is it TODO or not? I'm not lazy just don't want to grow up bug reports when it's unnecessary. I'm attaching "Array_merge_bug"%%%
%%%There's already a bug report about array merging: http://projects.blender.org/tracker/index.php?func=detail&aid=30195&group_id=9&atid=498%%%

%%%Guys, please check (I'm not sure). There're accidently - "a duplicate loop" on reports. One "dup." link leads to another and vise versa (I'm hurrying and can't check it clearly sorry)%%%

%%%Guys, please check (I'm not sure). There're accidently - "a duplicate loop" on reports. One "dup." link leads to another and vise versa (I'm hurrying and can't check it clearly sorry)%%%

%%%The bug report I linked to is the correct (still open) report.%%%

%%%The bug report I linked to is the correct (still open) report.%%%

%%%Updated title. The optimal draw flags should be fixed as well, but not as critical. Currently the modifier is significantly slower than 2.62 due to running all those dupe bmops. Not sure how we want to address this; could try and optimize the bmop (e.g. by avoiding flag setting/testing that loops over the entire mesh), or could revert to the pre-BMesh code and adapt it to MPolys?%%%

%%%Updated title. The optimal draw flags should be fixed as well, but not as critical. Currently the modifier is significantly slower than 2.62 due to running all those dupe bmops. Not sure how we want to address this; could try and optimize the bmop (e.g. by avoiding flag setting/testing that loops over the entire mesh), or could revert to the pre-BMesh code and adapt it to MPolys?%%%
Author
Member

%%%Optimal Display option working only when SubSurf located after Array, in opposite case Optimal Display ignored.

Can't get it. Why we have Optimal Display option at all? Cuz this functionality can stored in 3D View->Properties panel (N key)->All Edges option?%%%

%%%Optimal Display option working only when SubSurf located after Array, in opposite case Optimal Display ignored. Can't get it. Why we have Optimal Display option at all? Cuz this functionality can stored in 3D View->Properties panel (N key)->All Edges option?%%%

%%%Optimal display is a bit poorly named, really it is just skipping the drawing of edges created inside of faces during subdivision.%%%

%%%Optimal display is a bit poorly named, really it is just skipping the drawing of edges created inside of faces during subdivision.%%%

%%%Mikhail, IMHO Optimal Display option belongs to SubSurf modifier directly so it must be there to avoid confusing (especially to newbies). And it's very good that it works independently (you can set it differently to different meshes). In some cases you need that dense grid (on some objects) and somewhere - not. It is pretty common (at least in my workflow).%%%

%%%Mikhail, IMHO Optimal Display option belongs to SubSurf modifier directly so it must be there to avoid confusing (especially to newbies). And it's very good that it works independently (you can set it differently to different meshes). In some cases you need that dense grid (on some objects) and somewhere - not. It is pretty common (at least in my workflow).%%%
Author
Member

%%%Moolah Nasreddin, All Edges option sets independently for every object too.

There is the things:

  • All Edges working only for objects without Subsurf
  • Optimal Display working only for objects with Subsurf
    So, it helps only when you need to set FOR ONE OBJECT different ways to displaying wire with Subsurf modifier and without Subsurf modifier. (For 2 years of modeling, I had no such a needs)
    I really can't imagine any case where it could help.%%%
%%%Moolah Nasreddin, All Edges option sets independently for every object too. There is the things: - All Edges working only for objects without Subsurf - Optimal Display working only for objects with Subsurf So, it helps only when you need to set FOR ONE OBJECT different ways to displaying wire with Subsurf modifier and without Subsurf modifier. (For 2 years of modeling, I had no such a needs) I really can't imagine any case where it could help.%%%

%%%Actually I can't understand about "All Edges" (probably I didn't searched that deeply).
For more than 2 years of modelling in Blender I had few cases where I really needed to set Optimal Display on certain objects (I can't count all cases because I don't remember all of them) .
One example is WIP of the car model: it has many parts and many of them are intersecting visually in different projections. Some of them are pretty dense (to have enough level of detail) and they are small. Some of them aren't dense (main body). Also - reference surfaces (to use kind of "retopo" technique to get smooth shapes of body).
Main body was set to OD - off. I had needed to see different lines in Wireframe to be sure that everything is OK. One mistake and you need to redo some work. In this type of mesh editing the process of moving points depends directly on your sequence and in some places it's not enough to just move a point to fix a mistake. I know it sounds like overkill but it's just because of lack of good blueprints for this car so I found one set of good and almost plain photographs (here you're aren't sure where the point must be so you're searching some compromise).
Sometimes (it works not bad) if you need to focus on some detail of your model - you can leave it with OD "off". So it will be denser than others so it will be always finely recognizable. I got a lot of case where I need to see all parts while modeling one of them (for ex. you need to follow a form of another or avoid overlapping of meshes).%%%

%%%Actually I can't understand about "All Edges" (probably I didn't searched that deeply). For more than 2 years of modelling in Blender I had few cases where I really needed to set Optimal Display on certain objects (I can't count all cases because I don't remember all of them) . One example is WIP of the car model: it has many parts and many of them are intersecting visually in different projections. Some of them are pretty dense (to have enough level of detail) and they are small. Some of them aren't dense (main body). Also - reference surfaces (to use kind of "retopo" technique to get smooth shapes of body). Main body was set to OD - off. I had needed to see different lines in Wireframe to be sure that everything is OK. One mistake and you need to redo some work. In this type of mesh editing the process of moving points depends directly on your sequence and in some places it's not enough to just move a point to fix a mistake. I know it sounds like overkill but it's just because of lack of good blueprints for this car so I found one set of good and almost plain photographs (here you're aren't sure where the point must be so you're searching some compromise). Sometimes (it works not bad) if you need to focus on some detail of your model - you can leave it with OD "off". So it will be denser than others so it will be always finely recognizable. I got a lot of case where I need to see all parts while modeling one of them (for ex. you need to follow a form of another or avoid overlapping of meshes).%%%

%%%Is this discussion relevant to the bug report? For optimal display, it should do exactly what pre-BMesh did, which is for the array modifier to show only the "optimal" edges on each copy of the input.%%%

%%%Is this discussion relevant to the bug report? For optimal display, it should do exactly what pre-BMesh did, which is for the array modifier to show only the "optimal" edges on each copy of the input.%%%
Author
Member

%%%Sorry.

Pre-Bmesh is ok.
But off course I prefer that Optimal Display option was functional in all cases.%%%

%%%Sorry. Pre-Bmesh is ok. But off course I prefer that Optimal Display option was functional in all cases.%%%
%%%Closed duplicate report: http://projects.blender.org/tracker/index.php?func=detail&aid=31323&group_id=9&atid=498%%%

%%%Any news on the speed part of this bug?
Cheers!%%%

%%%Any news on the speed part of this bug? Cheers!%%%
%%%Closed duplicate report http://projects.blender.org/tracker/index.php?func=detail&aid=31526&group_id=9&atid=498%%%

%%%Set as TODO:

http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Array_Modifier%%%

%%%Set as TODO: http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Array_Modifier%%%

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Author
Member

%%%sigh%%%

%%%*sigh*%%%
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Reference: blender/blender#30695
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