Cycles - Light Tree is really slow to preview textures on high res models #105550
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Reference: blender/blender#105550
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System Information
Operating system: Ubuntu 22.04.2 LTS
Graphics card:NVIDIA Corporation GP104[GeForce GTX 1070]drv.nvidia 515_proprietary
Blender Version
Broken:
48944e7a8e
3.6 alphaWorked:
Short description of error
Light tree makes previewing textures really slow process if the object has a dense mesh.
Exact steps for others to reproduce the error
The bsdf nodes should switch smooth, however the "textures" nodes and the emmision shader are going to take a long time near a minute (depends on the machine of course).
NOTE: Im not sure if this is a bug or if its how the light tree works, didn't see any warning about it, a colleague and I spend a while playing around to find out what was happening, and the solution end up being easy, to preview for working on materials just turn it off.
Since im not sure i choose to report it.
This is related to not building the Light Tree in parallel which is an open todo from #77889.
Every triangle that is emissive needs to be used in building the light tree. This is why an Emission shader in the example is slow. As well as with previewing non-BSDFs; those use emission behind the scenes for viewing etc.
A quick profile from the provided .blend shows this is all light tree build related (attached).
I'm unsure if I should mark this as a duplicate right away though.
i see, makes sense, thanks for the info.
still would be nice if there was a warning or a note in the release notes or in the hint about using high res models with light tree for setting up materials.
cc @weizhen
I think this is expected as said in the manual because more processing is happening per sample
Hey! This is not a problem of "more processing time per sample", it's the pre-processing (building the light tree) that takes too long because there are too many emissive triangles, should have mentioned that in the manual.
We do have plan in the very near future to build the light tree in parallel, actually just discussed this yesterday, I hope things will get better then. For now, if you still want to use light tree in the scene, you can disable Emission Sampling for problematic emissive objects, so they are not added to the light tree
We have Emission Sampling in the manual
I thought this was to choose if the face normal or the backface where used as emission surface or not, didn't associate this option to "light tree" since it only mention "sampling" something for cycles to use ¿?.
As mentioned above the problem in this case is not more time per sampling, since its only for material/texture preview, the problem its the initialization time.
that's great to know, for the moment there is the option to disable sampling (i just learn that thanks for the info) or disable light tree, at least we have options its not that critical of a problem.
The heuristic from
4fba59c
also addresses this, with the steps in this bug report it will no longer include the heavy mesh in the light tree now.I think we can consider this not a bug, and #105862 will help speed this up as well.