Blender 3.0 Shadow Catcher Noticeably Slower Than 2.93 #93324

Closed
opened 2021-11-23 10:42:57 +01:00 by Lord Odin · 12 comments

System Information
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76

Blender Version
Broken: version: 3.0.0 Beta, branch: master, commit date: 2021-11-05 22:17, hash: 7a5b8cb202
Worked: 2.93

Short description of error
Rendering shadow catchers in 3.0 is slower than 2.93.
Rendered on a Ryzen 3950x

2.93 24.66s
3.0 42.37s
FG1CjEriPY.png

Exact steps for others to reproduce the error
Use my blend file, render in 2.93, then render in 3.0. compare times.

shadow_catcher_slow.blend

**System Information** Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76 **Blender Version** Broken: version: 3.0.0 Beta, branch: master, commit date: 2021-11-05 22:17, hash: `7a5b8cb202` Worked: 2.93 **Short description of error** Rendering shadow catchers in 3.0 is slower than 2.93. Rendered on a Ryzen 3950x **2.93** 24.66s **3.0** 42.37s ![FG1CjEriPY.png](https://archive.blender.org/developer/F11884915/FG1CjEriPY.png) **Exact steps for others to reproduce the error** Use my blend file, render in 2.93, then render in 3.0. compare times. [shadow_catcher_slow.blend](https://archive.blender.org/developer/F11884817/shadow_catcher_slow.blend)
Author

Added subscriber: @derekbarker

Added subscriber: @derekbarker

Added subscriber: @juang3d

Added subscriber: @juang3d

I tested this and I can confirm, no matter how 2.93 is always fasgter than 3.0 in these situations.

I tested this and I can confirm, no matter how 2.93 is always fasgter than 3.0 in these situations.

Added subscriber: @Johan-Basberg

Added subscriber: @Johan-Basberg

Same for MacBook Pro (Intel), 3.0.0b was 69% slower - and used 11 times more memory.

Using the provided file, rendering just after opening file.

2.93.6rc - 00:58.13  Mem:  1.55M  Peak:  1.65M
3.0.0b   - 01:38.19  Mem: 16.97M  Peak: 16.97M

Changing 3.0 to GPU Compute changed time to 01:37.61. hehe

The rendering process looks very different in 3.0; none of those small squares showing what part is being rendered. I guess this is seen as an improvement - that the entire image is immediately ready, and then render quality and detail is just improved over time?

This was on a MacBook Pro 2019:

  • 2.4 GHz 8-Core Intel Core i9
  • 32 GB 2400 MHz DDR4
  • Radeon Pro Vega 20 4 GB.
Same for MacBook Pro (Intel), 3.0.0b was 69% slower - and used 11 times more memory. Using the provided file, rendering just after opening file. ``` 2.93.6rc - 00:58.13 Mem: 1.55M Peak: 1.65M 3.0.0b - 01:38.19 Mem: 16.97M Peak: 16.97M ``` Changing 3.0 to GPU Compute changed time to 01:37.61. hehe The rendering process looks very different in 3.0; none of those small squares showing what part is being rendered. I guess this is seen as an improvement - that the entire image is immediately ready, and then render quality and detail is just improved over time? This was on a MacBook Pro 2019: - 2.4 GHz 8-Core Intel Core i9 - 32 GB 2400 MHz DDR4 - Radeon Pro Vega 20 4 GB.

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'

This is known, handling indirect light is significantly more expensive to render.

There may be ways to optimize this further, but it's not considered a bug.

This is known, handling indirect light is significantly more expensive to render. There may be ways to optimize this further, but it's not considered a bug.
Author

Is there any way for a user to get the previous results the shadow catcher used to have? This change single handedly doubled our render farm costs without giving us anything worth 2x the cost. It would be a horrible shame to have to stick to 2.93 because of this.

Is there any way for a user to get the previous results the shadow catcher used to have? This change single handedly doubled our render farm costs without giving us anything worth 2x the cost. It would be a horrible shame to have to stick to 2.93 because of this.

There's no way to get the same results as the old shadow catcher. Some optimizations may be possible by giving the shadow catcher objects simpler materials or setting up shader nodes so they are black for indirect light.

In my tests with a few benchmark scenes, making the ground/walls shadow catchers is adding 10-20% to the render time. In the attached .blend file, if you replace that cube with an character with hair and skin, the relative cost of the shadow catcher is going to be much lower also. This really depends on the scene though. In general the new shadow catcher requires tracing additional paths in a scene that consists of just the shadow catcher objects, which are often much simpler than the rest of the scene, but not always.

It would be useful to understand the kind of shots you are rendering where the impact is actually 2x the render time, to see if we can optimize those cases.

There's no way to get the same results as the old shadow catcher. Some optimizations may be possible by giving the shadow catcher objects simpler materials or setting up shader nodes so they are black for indirect light. In my tests with a few benchmark scenes, making the ground/walls shadow catchers is adding 10-20% to the render time. In the attached .blend file, if you replace that cube with an character with hair and skin, the relative cost of the shadow catcher is going to be much lower also. This really depends on the scene though. In general the new shadow catcher requires tracing additional paths in a scene that consists of just the shadow catcher objects, which are often much simpler than the rest of the scene, but not always. It would be useful to understand the kind of shots you are rendering where the impact is actually 2x the render time, to see if we can optimize those cases.

Potentially we could add an option to ignore indirect light with the new shadow catcher for 3.1, though not sure yet how well it fits or how much that would actually reduce render time.

Potentially we could add an option to ignore indirect light with the new shadow catcher for 3.1, though not sure yet how well it fits or how much that would actually reduce render time.
Author

Well I cant share any details about our scenes here but if you PM me on blender.chat I can give you some details if you are interested.

Well I cant share any details about our scenes here but if you PM me on blender.chat I can give you some details if you are interested.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#93324
No description provided.