Multires Performance not what it could be. #40685

Closed
opened 2014-06-18 09:10:14 +02:00 by Jeffrey Engelstad · 21 comments

System Information
Windows 8.1
AMD FX-8150
Saphire HD7970 6gb
32gb DDR3

Blender Version
Broken: 2.6 and up, as far as I can Test (Only official releases)
Worked: (optional)

Short description of error
Multires modifier is slower then it should be. in object mode and sculpt mode.

Exact steps for others to reproduce the error
with default start up scene.
delete all but square, subdivide 2 times and apply.
add Multires Modifier select optimal display.
enter sculpt mode and start subdividing, my system gets realy boged down at about 6mil verts.

now add a simple deform under the multires, set angle to 0 as to not twist the mesh.
I can now subdivide up to about 100mil verts before my system starts to get a little slow. (Still very usable).



**System Information** Windows 8.1 AMD FX-8150 Saphire HD7970 6gb 32gb DDR3 **Blender Version** Broken: 2.6 and up, as far as I can Test (Only official releases) Worked: (optional) **Short description of error** Multires modifier is slower then it should be. in object mode and sculpt mode. **Exact steps for others to reproduce the error** with default start up scene. delete all but square, subdivide 2 times and apply. add Multires Modifier select optimal display. enter sculpt mode and start subdividing, my system gets realy boged down at about 6mil verts. now add a simple deform under the multires, set angle to 0 as to not twist the mesh. I can now subdivide up to about 100mil verts before my system starts to get a little slow. (Still very usable). ```

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @JeffreyEngelstad

Added subscriber: @JeffreyEngelstad

Added subscribers: @Psy-Fi, @Sergey

Added subscribers: @Psy-Fi, @Sergey

Multires performance could be not so good without VBO. They're still disabled by default because it might ruin a day of someone who's on the older GPU. Please enable them in User Preferences -> System and try again.

@Psy-Fi, you might be interested in this report as well.

Multires performance could be not so good without VBO. They're still disabled by default because it might ruin a day of someone who's on the older GPU. Please enable them in User Preferences -> System and try again. @Psy-Fi, you might be interested in this report as well.

Sorry
yes I have VBO's turned on with that test.

Sorry yes I have VBO's turned on with that test.

Sculpt-Test.blend
here is a Blend File of my start up with the modifiers setup.

[Sculpt-Test.blend](https://archive.blender.org/developer/F94639/Sculpt-Test.blend) here is a Blend File of my start up with the modifiers setup.

In sculpt mode, multires modifier is using pbvh drawing so it should operate better. Simple deform modifier is having an adverse effect in sculpt mode, degrading performance instead because we can't do partial updates anymore while sculpting. The modifier indeed operates badly on object mode because it has the same crappy legacy drawing as subsurf, while almost any other modifier will use VBOs and perform better. Making this better is on our todo but I wouldn't consider it a bug.

In sculpt mode, multires modifier is using pbvh drawing so it should operate better. Simple deform modifier is having an adverse effect in sculpt mode, degrading performance instead because we can't do partial updates anymore while sculpting. The modifier indeed operates badly on object mode because it has the same crappy legacy drawing as subsurf, while almost any other modifier will use VBOs and perform better. Making this better is on our todo but I wouldn't consider it a bug.

@Psy-Fi, yes, that's exactly how the system was designed there. Hwever either i'm misunderstanding the report or something wrong is going on here. Because why having simple deform node allows to have 100M faces in a usable way and single multires is already unusable at 6M faces?

@Psy-Fi, yes, that's exactly how the system was designed there. Hwever either i'm misunderstanding the report or something wrong is going on here. Because why having simple deform node allows to have 100M faces in a usable way and single multires is already unusable at 6M faces?

Yes sergey that is what I am getting at.
without the simple deform object mode and sculpt get bogged down around 6mil faces
with simple deform Object mode is smooth till about 80mil and sculpt till 100mil.

Yes sergey that is what I am getting at. without the simple deform object mode and sculpt get bogged down around 6mil faces with simple deform Object mode is smooth till about 80mil and sculpt till 100mil.

I can't see any such behaviour here at all :/. I see simple deform is not even supported in sculpt mode after all (there's even a little warning sign claiming as much)

I can't see any such behaviour here at all :/. I see simple deform is not even supported in sculpt mode after all (there's even a little warning sign claiming as much)

Just a note that my machine is not really able to catch those counts anyway without always getting bogged down at about 6 million :/.

It's a bit far fetched but does this happen even with factory settings?

Just a note that my machine is not really able to catch those counts anyway without always getting bogged down at about 6 million :/. It's a bit far fetched but does this happen even with factory settings?

I have been trying to make a screen cast of this but I apparently am doing something wrong with it.
I know it tells you it is not supported but it still works.
I will try to fined a good way of proving this and post it.

I have been trying to make a screen cast of this but I apparently am doing something wrong with it. I know it tells you it is not supported but it still works. I will try to fined a good way of proving this and post it.

Ok so after testing with a new blend file the only real speedup is in Object mode.
I must have had something on or changed in my last file.
But it still gives me a much smoother Object mode.
I did get Screen cast to work so I will make a video and post a link.

Ok so after testing with a new blend file the only real speedup is in Object mode. I must have had something on or changed in my last file. But it still gives me a much smoother Object mode. I did get Screen cast to work so I will make a video and post a link.

Added subscriber: @ygtsvtr

Added subscriber: @ygtsvtr

win 7 64 bit - AMD phenom II 1100T x 6 - Gskill Rİpjaw II 16 gbRam.

2.70 official : I can use multi-res on 25 M vertices but on 100 M you can partially work if you hide the sculpt but it takes too long and not very usable ( It shouldnt be anyway I think).

adding a simple deform does not effect anything on my test. choppy and long processes either way.

The only real life use case I was able to use this kind of vertex numbers was on a flat plane. I was researching sculpting and texture painting multiple plane objects and one of the problems was to add a lot of high frequency details for terrain. I could work on 100 M terrain sculpt on the company machine which had Intel/nvidia hardware. Better performance than my current amd/ati but still had to hide the parts of the sculpt to work smoothly. This is the only real life use case I experienced over the years.

cheers

win 7 64 bit - AMD phenom II 1100T x 6 - Gskill Rİpjaw II 16 gbRam. 2.70 official : I can use multi-res on 25 M vertices but on 100 M you can partially work if you hide the sculpt but it takes too long and not very usable ( It shouldnt be anyway I think). adding a simple deform does not effect anything on my test. choppy and long processes either way. The only real life use case I was able to use this kind of vertex numbers was on a flat plane. I was researching sculpting and texture painting multiple plane objects and one of the problems was to add a lot of high frequency details for terrain. I could work on 100 M terrain sculpt on the company machine which had Intel/nvidia hardware. Better performance than my current amd/ati but still had to hide the parts of the sculpt to work smoothly. This is the only real life use case I experienced over the years. cheers

Added subscriber: @mont29

Added subscriber: @mont29

@JeffreyEngelstad, screencasts are rather really useless for fixing bugs. .blend file which demonstrates the issue is the way to go.

I can't confirm the issue on my system, most likely it's something up to your particular setup. Would really help if you could test this on another computer.

@JeffreyEngelstad, screencasts are rather really useless for fixing bugs. .blend file which demonstrates the issue is the way to go. I can't confirm the issue on my system, most likely it's something up to your particular setup. Would really help if you could test this on another computer.

I did post a .blend File in one of my replies.
I did retest and found the only improvement is in object mode.
I don't know what I had going on the first time but.
if you take the Sculpt-Test.blend file above and follow the same steps I posted in my first report. you should fined that Object mode is smoother with a simple deform modifier added after multires.

and I am sorry I only have this one computer. I don't have another to test with.

I did post a .blend File in one of my replies. I did retest and found the only improvement is in object mode. I don't know what I had going on the first time but. if you take the Sculpt-Test.blend file above and follow the same steps I posted in my first report. you should fined that Object mode is smoother with a simple deform modifier added after multires. and I am sorry I only have this one computer. I don't have another to test with.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2014-07-02 08:55:42 +02:00

Ah, didn't see the file, sorry. Can confirm what you're telling above in the object mode. Sculpt mode seems to be all fine.

The thing here is, multires and subsurf drawing doesn't currently support VBO outside of the sculpt mode and they're using legacy immediate mode for this, which is rather slow. I don't think it worth trying to implement this now, because we've got ongoing GSoC project aimed to merge all the viewport OpenGL updates to master branch. This project bumps blender to use much newer OpenGL, which basically removes all the immediate mode calls from our sources. Would think we'd rather just be patient a bit more and wait for this project to finish.

You can contact the student in our GSoC ML (http://lists.blender.org/mailman/listinfo/soc-2014-dev) or in IRC (his mick is jwilkins) in order to make sure this case is indeed covered with his project.

Thanks for the report, but archiving for until the GSoC is over. Either it'll be solved to that time or we'll re-evaluate what we currently have.

Ah, didn't see the file, sorry. Can confirm what you're telling above in the object mode. Sculpt mode seems to be all fine. The thing here is, multires and subsurf drawing doesn't currently support VBO outside of the sculpt mode and they're using legacy immediate mode for this, which is rather slow. I don't think it worth trying to implement this now, because we've got ongoing GSoC project aimed to merge all the viewport OpenGL updates to master branch. This project bumps blender to use much newer OpenGL, which basically removes all the immediate mode calls from our sources. Would think we'd rather just be patient a bit more and wait for this project to finish. You can contact the student in our GSoC ML (http://lists.blender.org/mailman/listinfo/soc-2014-dev) or in IRC (his mick is jwilkins) in order to make sure this case is indeed covered with his project. Thanks for the report, but archiving for until the GSoC is over. Either it'll be solved to that time or we'll re-evaluate what we currently have.

Cool,
I have been following the GSoC projects, they all look to be great additions to Blender.
Hope to see some much needed speedup.
Thanks for the quick response.

Cool, I have been following the GSoC projects, they all look to be great additions to Blender. Hope to see some much needed speedup. Thanks for the quick response.
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Reference: blender/blender#40685
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