Cycles Rendered view laggy while using particles #39341
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Reference: blender/blender#39341
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Hello,
Here is a link to a video showing the lags I am experiencing using Blender 2.70:
https://www.youtube.com/watch?v=AxM2gzGCGjg&feature=youtu.be
I recommend you watch the short video to get an idea of the problem before testing the file
I join the file here:
http://glp.lescigales.org/it/blender/Vase%20C%c3%a9ramique.blend
You'll find 3 layers: the bottom one has a vase and a plane, lamp etc.
Layer 2 has a mesh with an unapplied modifier stack and particles system on top of it.
Layer 1 has the same mesh and the modifier stack has been applied one by one from top to bottom, and there's still the particle system on top of that.
When entering cycles rendered view, everything is smooth with layer 1 turned on.
But if ytou switch to layer 2 and disable layer 1, you'll find the viewport to be 1. much slower to build (BVH thing and Copy to device, etc…) and 2. completely laggy. Impossible to pan and rotate fluidly.
With blender 2.69, it made no difference, both versions of the plant where equally fluid.
Changed status to: 'Open'
Added subscriber: @gwentiv
Added subscriber: @ThomasDinges
Confirmed in the Viewport with Blender 2.70.
Weird thing: On Windows it renders but is slower. On Linux and Mac OS it does not go beyond Sample 1, it constantly refreshes.
Hi Lukas and Thomas.
First of all , a big thank you for having a look at that, much appreciated.
A detail that may have its importance (at least intuitively I'd say it may have…) is that in the particle system, I chosed to tick the "use modifier stack" option of the "emission" subpanel. As the behaviour is different when the stack is applied or not, I thought that may be of importance.
I will try to reproduce the error on another file and single our if that particular option is relevant in that case.
EDIT: no success. The test file I've made showed no particuliar impact from that specific toggle.
Added subscriber: @LukasTonne
This is broken since the threaded despgraph update (
709041ed0b
)Seems to be caused by crappy particle check in the modifier:
https:developer.blender.org/diffusion/B/browse/master/source/blender/modifiers/intern/MOD_particlesystem.c;f8c247f21b8e489750e3847a4a2270c1146cbbc2$182Somehowwhen the modifier stack was evaluated in 2.69 it would (imo correctly) use the viewport settings instead of render settings for the modifier stack. I'm actually not sure how this worked, since what Cycles does suggests it wouldalways// use the render settings!
https://developer.blender.org/diffusion/B/browse/master/intern/cycles/blender/blender_object.cpp;f8c247f21b8e489750e3847a4a2270c1146cbbc2$449
(1==eModifierMode_Realtime, 2==eModifierMode_Render)
This is the same code in 2.69 and master, not sure what prevented modifiers from using "realtime" settings before.
Further there is some kind of randomness in the skin modifier! For some reason it always generates slightly different vertex/face counts each time it is evaluated. This might be the reason the particle system subsequently updates over and over, because it detects a modified input mesh and re-distributes particles.
This issue was referenced by blender/blender-addons-contrib@83f2012300
This issue was referenced by
83f2012300
Changed status from 'Open' to: 'Resolved'
Closed by commit
83f2012300
.