Cycles experimental mode causing extreme memory consumpstion and long render times with adaptive subdiv #63972

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opened 2019-04-29 00:03:47 +02:00 by Matthew Vanscoy · 8 comments

System Information
Operating system: windows 10
Graphics card: vega 56

Version 2.80.59

Short description of error
in cycles experimental mode, using the adaptive subdiv modifier causes extreme memory consumption with unessisarry tessellation
1.png

all I did was enable experimental mode and enabled dyanimic sub div to most of the model. I reduced max sub div to 0 but its still extreme 2.PNG
Final model matthew .blend

**System Information** Operating system: windows 10 Graphics card: vega 56 Version 2.80.59 **Short description of error** in cycles experimental mode, using the adaptive subdiv modifier causes extreme memory consumption with unessisarry tessellation ![1.png](https://archive.blender.org/developer/F6989830/1.png) all I did was enable experimental mode and enabled dyanimic sub div to most of the model. I reduced max sub div to 0 but its still extreme ![2.PNG](https://archive.blender.org/developer/F6989851/2.PNG) [Final model matthew .blend](https://archive.blender.org/developer/F6989834/Final_model_matthew_.blend)

Added subscriber: @Matthewv1998

Added subscriber: @Matthewv1998

Added subscriber: @bent

Added subscriber: @bent

(I haven't opened & tried your file out)

That's the point of adaptive subdiv: subdivide the mesh adaptively so that there is (per default) roughly one vertex per pixel. This is useful for vertex displacements on for example terrain.
Usually setting a slider in Blender to 0 sets the behaviour to automatic or disables it. I'm not sure if this applies to this slider too, but for adaptive subsurface you wouldn't want to use that slider anyways to control the quality.

So - it's not a bug, you just assumed the feature does something different than what you've expected it to do (what did you expect?).

(I haven't opened & tried your file out) That's the point of adaptive subdiv: subdivide the mesh adaptively so that there is (per default) roughly one vertex per pixel. This is useful for vertex displacements on for example terrain. Usually setting a slider in Blender to 0 sets the behaviour to automatic or disables it. I'm not sure if this applies to this slider too, but for adaptive subsurface you wouldn't want to use that slider anyways to control the quality. So - it's not a bug, you just assumed the feature does something different than what you've expected it to do (what did you expect?).

Added subscriber: @ZedDB

Added subscriber: @ZedDB

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sebastian Parborg self-assigned this 2019-04-29 13:01:08 +02:00

As stated, not a bug.

As stated, not a bug.

Well i set max sub divs to 0, the. I set the dicing scale to 8 (same as preview), and it still comsumed up to 16gb on avg, do i just need to reduce everything more or what?

Well i set max sub divs to 0, the. I set the dicing scale to 8 (same as preview), and it still comsumed up to 16gb on avg, do i just need to reduce everything more or what?

If you are trying to use it on a somewhat high poly character model, you are going to have a bad time.

The ideal use case is for terrain where the base terrain mesh only consists of a very small amount of quads.
The more quads the base mesh is, the higher the memory consumption will be and it will also be slower.

If you are trying to use it on a somewhat high poly character model, you are going to have a bad time. The ideal use case is for terrain where the base terrain mesh only consists of a very small amount of quads. The more quads the base mesh is, the higher the memory consumption will be and it will also be slower.
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Reference: blender/blender#63972
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