Cycles viewport unneccessary update calls #76970
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opened 2020-05-22 13:51:58 +02:00 by Marco
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Reference: blender/blender#76970
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System Information
Operating system: Ubuntu 20.04
Graphics card: Nvidia MX150
Blender Version
Broken: 2.83.17,
8a8c61190b
, Beta and 2.90.2,8f21f867e7
, AlphaWorked: 2.82a official
Short description of error
#76970.blend
Added subscriber: @nacioss
#76992 was marked as duplicate of this issue
Added subscriber: @Alaska
Changed status from 'Needs Triage' to: 'Confirmed'
Can confirm. It definitely seems like a bug, but I leave the decision of how to tag this task to the developers as I don't know the reason for why this was changed.
Added subscriber: @Jeroen-Bakker
Introduced by {27e3361eb5399dc1a700d7f05d5b7b329bc4eafd}
Added subscriber: @bent
Added subscribers: @Sergey, @brecht
This is an issue for Eevee as well, selecting nodes will also restart the render there.
I guess we need more fine grained depsgraph updates. Ideally the viewport would only redraw when the active texture changes and workbench with texture color is selected.
Added subscriber: @Nikhil.Net
I have a potential patch that prevents the depgraph update when clicking/dragging on the background. Basically if the selected node is null, it doesn't fire the update.
Is it worth putting into a diff or would that be considered too simplistic a fix?
I did add a diff for this and also caught the use case for when a node is simply clicked on but not changed.
The Diff is https://developer.blender.org/D7824. Should I set Sergey as the reviewer?
Added subscriber: @Vyach
Additional info: #76992 (Regression: Viewport render recalculations when nothing changed in scene.)
Problem exist since 2.80.
Added subscriber: @APEC
Added subscribers: @YegorSmirnov, @MikhailShablin, @TheRedWaxPolice
This issue was referenced by
77fdd189e4
Changed status from 'Confirmed' to: 'Resolved'
Changed status from 'Resolved' to: 'Confirmed'
The current workaround isn't the system we would like to have. The target situation would add a mechanism in the depsgraph where viewports can check if they need to be redrawn.
Currently when you have 2 viewports one Cycles rendered mode and the other in workbench texture mode the updates would still happen.
@jabakker imo it is better to have workaround, that work in half of cases, than to have nothing.
But yes, it will be great to have «supervisor», who have list of important changes (and rules), and pokes viewport, when it should rerender view.
Thanks guys, I noticed progress in this area today.
Now viewport is not recalculating, when I add routes to disconnected part of tree.
But still called if new disconnected node appears.
Added subscriber: @ankitm
(Linking the two reports, so both can be taken care of, when this one is fixed)
#78358 (Crash while modifying shader nodes ): introduced by
77fdd189e4
Edit: it got fixed.
Added subscriber: @jfmatheu
Added subscriber: @dfelinto
Without this being in the BF Blender project it doesn't show in most of the tags.
@Jeroen-Bakker FYI instead of removing 2.93 tag you could have just added "BF Blender" tag that would have automatically removed the 2.93 tag AND kept any BF related tag.
Added subscriber: @silex
Hello.
Over some time of work I compiled a short list of conditions when potentially unwanted calls are made. Will posting it here be helpful?
I tested the cases inside one editor window on the default cube with basic Principled BSDF shader.
Sure, you can post it here.
System Information
platform: 'Linux-5.10.0-7-rt-amd64-x86_64-with-glibc2.31'
Graphics card: AMD Radeon VII (VEGA20, DRM 3.40.0, 5.10.0-7-rt-amd64, LLVM 11.0.1) version: '4.6 (Core Profile) Mesa 20.3.4'
Blender Version
Broken: 3.0.0 Alpha, branch: master, commit date: 2021-06-22 12:06, hash:
e3bdb189a7
Steps to reproduce:
Viewport updates:
Node connection independent:
On unused nodes (unconnected to Material Output):
On both used and unused nodes:
Node Wrangler & Node Arrange addons - here pretty much every action either used through N panel or shortcut triggers a viewport update.
Ok, we make no effort at all currently to detect which type of node changes need a re-render. If nodes are modified in some way it will refresh. So most listed cases are explained by that.
Object name affect Object Info > Random and potentially OSL scripts, so that also requires a refresh.
This is kind of fixed I guess, but I noticed the viewport being redrawn when you select the Material Output node.
There has indeed been some improvement in this area in the context of improving node updates for geometry nodes. There's still various cases that can be improved though, so will leave this open.
Also: #122458