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MixRGB node still keeps in memory both input textures no matter what "Fac" value is.
Closed, ResolvedPublic

Description

System Information
Windows 10 x64 home, Nvidia GTX 1070 with latest WHQL dirver

Blender Version
2.78c

Short description of error
MixRGB node still keeps in memory both input textures no matter what "Fac" value is - "0" or "1". This leads to large memory (VRAM in my case) consumption if there is two large textures connected.

Exact steps for others to reproduce the error

  1. Open attached file, in material "Problem example" set slider to "0" and switch viewport mode to "Render". Check memory consumption.
  2. Set same slider to "1" and again switch viewport mode to "Render". Check memory consumption.
  3. Optional - switch object material from "Problem example" to "Hack to fix problem" and repeat points 1. and 2. - this time memory consumption will be correct.

Event Timeline

Lex (Lex4art) updated the task description. (Show Details)

The problem here is that you have Clamp enabled, which means that the Node is actually doing something (or rather, would do something if your textures were HDR).
However, there's no real reason to keep the full MixRGB node in the SVM code if only a clamp is needed, so I'll add a separate clamp-only SVM code.

In the meantime, as a workaround you can just disable clamp, it won't do anything in your file anyways.

Lukas Stockner (lukasstockner97) lowered the priority of this task from 90 to 50.Mar 22 2017, 12:40 AM
Brecht Van Lommel (brecht) changed the task status from Unknown Status to Resolved.Jul 3 2017, 5:46 AM