Optmization for viewport refresh (Cycles) and render - actions around menu that refereshing viewport without needs and real reason #98124

Closed
opened 2022-05-14 21:38:09 +02:00 by ManBlender · 5 comments

System Information
Operating system: Windows-10-10.0.18363-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77

Blender Version
Broken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c
Worked: (newest version of Blender that worked as expected)

Short description of error
Here was the post about stupid problems with "re-render" the viewport if some options in menu was changes in case no any impact on the result of image:
https://devtalk.blender.org/t/optmization-for-viewport-refresh-cycles-and-render-part-1-4/20245
Is possible to confirm that the whole problems are resolved?

Developers must check the GUI around how working for Optmization for viewport refresh (Cycles). There is many issues that refreshing viewport in cases is not needed, eg. disable selection in outliner. If hardware is strong, then maybe not visible the re-rendering after click the checkbox, but in my carer I see often this type. I’m suggesting to put some by users info in comments what user meet as viewport refresh if not needed to resolve problems and optimize rendering process.

I can add, that many time on laptop fun wind is not need coz GPU is not charged, but in case GUI requesting rerendering, then fun must start working and turning on whole energy management, etc. It’s brooking comfort of work and going to equipment wear.

I'm not sure what is real blender problem and what related with GPU driver.

Exact steps for others to reproduce the error

@ henrikmikaelkristensen listed points where we meeting problem and can be done as “fastracking” https://blender.community/c/rightclickselect/Z8W6/?sorting=hot#comment-50631

Part 1

  • Adding a new, unconnected shader node to a material
  • Changing any value in unconnected shader nodes
  • Resetting, duplicating or pasting unconnected shader nodes
  • Changing shader nodes that are not connected to any material outputs
  • Renaming any shader nodes
  • Changing shader node color
  • Grouping unconnected shader nodes
  • Changing a node value to the same one (go to a node value that is zero and change it to zero, and it updates anyway)
  • Switching preview geometry in the material preview area
  • Changing any value in the Viewport Display area of the material settings
  • Changing Object Properties -> Visibility -> Selectable
  • Changing Object Properties -> Visibility -> Show In -> Renders
  • Adding a new blank shape key
  • Removing a zeroed out shape key that should not have effect on geometry
  • Adding a new empty vertex group
  • Changing render time visibility for an object in the outliner
  • Selecting materials for an object in the outliner (but not in the material slot list itself, that works ok)
  • Changing Scene -> Dimensions -> Resolutions (these are only used during render time)
  • Changing Scene -> Dimensions -> Aspect (only the aspect overlay should change, byt Cycles also restarts)
  • Adding empty Geometry Nodes modifier
  • Removing empty Geometry Nodes modifier
  • Adding, duplicating, deleting and pasting unconnected geometry nodes
  • Renaming any geometry node
  • Changing color of any geometry node

Opening and then closing the Render Window

Part 2

  • Shadin > Editor Type > > Texture > Browse image to be linked (if changed this same file or just tried do this, re-rendering)
  • When Save Screen Shoot is done then render is restarted (stupid)

Block re-render when “Moving the view” by “hand icon” or shit+MMB if render area is in paspartu frame or other cases where area outside of frame is not rendered, and moving frame not have sense for re-render or refresh.

Denoising when stopping render - another good idea to optimize rendering process and safe hardware resources and computing time

https://blender.community/c/rightclickselect/46Z1/

The second stupid case is that render process not Optimize render for animations (repeated keyframes) as this same images and frames are this same (for avi, etc).

https://blender.community/c/rightclickselect/Pj6z/?sorting=hot

When move collections in outliner with objects in case no changes on viewport.

For example movie where are 60 key frames and 1-30 is different (doors are opened in car as example) and next from 30-60 keys is time lag to give some view (as opened and closed) as this same key frames, made situation that this sames key frames are rendered image by image in case that each can be copied from base 30keyframe. But render for each consuming time.. as wasted in my opinion. 

#And no option for pause render doing problems sometimes, so wee need this.
https://blender.community/c/rightclickselect/lsfbbc/?sorting=hot
https://developer.blender.org/T70856

SOLUTION

    Exclude the re-render on cases like upper if options are changed but not changing the viewport.
    Some solution exist in loom addon https://github.com/p2or/blender-loom 1
    The function cycles.preview_pause exist, just must be implemented and moved from viewport to join in class of render image and animation. - maybe need some “snapshot”. It be good to prevent “Stop render” as accidental case, to confirm stop by dialog “Yes/No” to stop (this same when closing render window)
    It’s related with point 3. as “snapshot” to file from render

Other related issues
https://blender.community/c/rightclickselect/MZ5Q/ Rendering overnight
https://blender.community/c/rightclickselect/LZ5g/ Viewport background cache
https://blender.community/c/rightclickselect/Y709/ compositor preview resolution

I know that some of content is as request but is base to solve stupid cases that blender doing as problems and not full comfy work.

**System Information** Operating system: Windows-10-10.0.18363-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77 **Blender Version** Broken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: `cc66d1020c` Worked: (newest version of Blender that worked as expected) **Short description of error** Here was the post about stupid problems with "re-render" the viewport if some options in menu was changes in case no any impact on the result of image: https://devtalk.blender.org/t/optmization-for-viewport-refresh-cycles-and-render-part-1-4/20245 Is possible to confirm that the whole problems are resolved? Developers must check the GUI around how working for Optmization for viewport refresh (Cycles). There is many issues that refreshing viewport in cases is not needed, eg. disable selection in outliner. If hardware is strong, then maybe not visible the re-rendering after click the checkbox, but in my carer I see often this type. I’m suggesting to put some by users info in comments what user meet as viewport refresh if not needed to resolve problems and optimize rendering process. I can add, that many time on laptop fun wind is not need coz GPU is not charged, but in case GUI requesting rerendering, then fun must start working and turning on whole energy management, etc. It’s brooking comfort of work and going to equipment wear. I'm not sure what is real blender problem and what related with GPU driver. **Exact steps for others to reproduce the error** > @ henrikmikaelkristensen listed points where we meeting problem and can be done as “fastracking” https://blender.community/c/rightclickselect/Z8W6/?sorting=hot#comment-50631 Part 1 - Adding a new, unconnected shader node to a material - Changing any value in unconnected shader nodes - Resetting, duplicating or pasting unconnected shader nodes - Changing shader nodes that are not connected to any material outputs - Renaming any shader nodes - Changing shader node color - Grouping unconnected shader nodes - Changing a node value to the same one (go to a node value that is zero and change it to zero, and it updates anyway) - Switching preview geometry in the material preview area - Changing any value in the Viewport Display area of the material settings - Changing Object Properties -> Visibility -> Selectable - Changing Object Properties -> Visibility -> Show In -> Renders - Adding a new blank shape key - Removing a zeroed out shape key that should not have effect on geometry - Adding a new empty vertex group - Changing render time visibility for an object in the outliner - Selecting materials for an object in the outliner (but not in the material slot list itself, that works ok) - Changing Scene -> Dimensions -> Resolutions (these are only used during render time) - Changing Scene -> Dimensions -> Aspect (only the aspect overlay should change, byt Cycles also restarts) - Adding empty Geometry Nodes modifier - Removing empty Geometry Nodes modifier - Adding, duplicating, deleting and pasting unconnected geometry nodes - Renaming any geometry node - Changing color of any geometry node # Opening and then closing the Render Window Part 2 - Shadin > Editor Type > > Texture > Browse image to be linked (if changed this same file or just tried do this, re-rendering) - When Save Screen Shoot is done then render is restarted (stupid) # Block re-render when “Moving the view” by “hand icon” or shit+MMB if render area is in paspartu frame or other cases where area outside of frame is not rendered, and moving frame not have sense for re-render or refresh. # Denoising when stopping render - another good idea to optimize rendering process and safe hardware resources and computing time https://blender.community/c/rightclickselect/46Z1/ # The second stupid case is that render process not Optimize render for animations (repeated keyframes) as this same images and frames are this same (for avi, etc). https://blender.community/c/rightclickselect/Pj6z/?sorting=hot # When move collections in outliner with objects in case no changes on viewport. ``` For example movie where are 60 key frames and 1-30 is different (doors are opened in car as example) and next from 30-60 keys is time lag to give some view (as opened and closed) as this same key frames, made situation that this sames key frames are rendered image by image in case that each can be copied from base 30keyframe. But render for each consuming time.. as wasted in my opinion. ``` #And no option for pause render doing problems sometimes, so wee need this. https://blender.community/c/rightclickselect/lsfbbc/?sorting=hot https://developer.blender.org/T70856 ``` SOLUTION Exclude the re-render on cases like upper if options are changed but not changing the viewport. Some solution exist in loom addon https://github.com/p2or/blender-loom 1 The function cycles.preview_pause exist, just must be implemented and moved from viewport to join in class of render image and animation. - maybe need some “snapshot”. It be good to prevent “Stop render” as accidental case, to confirm stop by dialog “Yes/No” to stop (this same when closing render window) It’s related with point 3. as “snapshot” to file from render ``` Other related issues https://blender.community/c/rightclickselect/MZ5Q/ Rendering overnight https://blender.community/c/rightclickselect/LZ5g/ Viewport background cache https://blender.community/c/rightclickselect/Y709/ compositor preview resolution I know that some of content is as request but is base to solve stupid cases that blender doing as problems and not full comfy work.
Author

Added subscriber: @ManBlender

Added subscriber: @ManBlender
ManBlender changed title from Optmization for viewport refresh (Cycles) and render to Optmization for viewport refresh (Cycles) and render - actions around menu that refereshing viewport without needs and real reason 2022-05-14 21:39:10 +02:00
Author
https://developer.blender.org/T93220 Related
Member

Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
Member

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

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

Thanks for the report, but the issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors.

Some of those issues are already resolved as far as I know, like the unconnected nodes ones. While the other cases might use more granular updates to avoid rendering, it is currently not considered a bug.

For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests

For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug

Thanks for the report, but the issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors. Some of those issues are already resolved as far as I know, like the unconnected nodes ones. While the other cases might use more granular updates to avoid rendering, it is currently not considered a bug. For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug
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