High Quality Bump #68476

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opened 2019-08-09 17:19:06 +02:00 by Clément Foucault · 17 comments

Using the nodetree branch duplication (added to solve displacement issue) we should be able to create bump that is near cycles quality. However, this will come at a cost as the bump tree will need to be evaluated trice.
We need to change the texture coordinates for all the texture nodes that are in the bump branch to account for the ddx/ddy.

Should be straight forward.

Estimate : 1 week

Using the nodetree branch duplication (added to solve displacement issue) we should be able to create bump that is near cycles quality. However, this will come at a cost as the bump tree will need to be evaluated trice. We need to change the texture coordinates for all the texture nodes that are in the bump branch to account for the ddx/ddy. Should be straight forward. Estimate : 1 week
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Added subscriber: @fclem

Added subscriber: @fclem

Added subscriber: @Blendork

Added subscriber: @Blendork
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Preliminary result:
Capture d’écran du 2019-08-17 23-38-37.png

Only thing left as far as I can tell is to support all texture coordinate nodes and unplugged sockets.
I also did not try nested bump nodes and more complex nodetrees.

Preliminary result: ![Capture d’écran du 2019-08-17 23-38-37.png](https://archive.blender.org/developer/F7669612/Capture_d_écran_du_2019-08-17_23-38-37.png) Only thing left as far as I can tell is to support all texture coordinate nodes and unplugged sockets. I also did not try nested bump nodes and more complex nodetrees.

Added subscriber: @moisessalvador

Added subscriber: @moisessalvador

Nice! Unrelated but, shouldn't displacement affect both the specular and clearcoat layer? Technically displacement is a stand in for real geometry displacement so it would affect both, which is what Cycles does btw, unlike Bump to Principled where each reflection has it's own normals for good reasons.

Nice! Unrelated but, shouldn't displacement affect both the specular and clearcoat layer? Technically displacement is a stand in for real geometry displacement so it would affect both, which is what Cycles does btw, unlike Bump to Principled where each reflection has it's own normals for good reasons.

Added subscriber: @ucupumar

Added subscriber: @ucupumar

Added subscriber: @AndyCuccaro

Added subscriber: @AndyCuccaro

Added subscriber: @DanielPaul

Added subscriber: @DanielPaul

The new bump looks sweet and crisp, nearly the same result as in cycles.

But the performance is quite noticeable with a lot of textures.
Is it technically possible, to give the user the ability, to deactivate certain calculations eevee is performing?

For example; deactivate bump and normal calculation temporarily to get better performance.

The new bump looks sweet and crisp, nearly the same result as in cycles. But the performance is quite noticeable with a lot of textures. Is it technically possible, to give the user the ability, to deactivate certain calculations eevee is performing? For example; deactivate bump and normal calculation temporarily to get better performance.

Added subscriber: @lemenicier_julien

Added subscriber: @lemenicier_julien
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In #68476#773412, @DanielPaul wrote:
But the performance is quite noticeable with a lot of textures.
Is it technically possible, to give the user the ability, to deactivate certain calculations eevee is performing?

You can always create a dedicated eevee output node and not plug anything into the displacement socket. That said if you are using multiple bump nodes in you shader, there is no way to disable all of them in one go.

So it could be a feature, yes. But I also think that having this kind of switches also add workflow issues.

> In #68476#773412, @DanielPaul wrote: > But the performance is quite noticeable with a lot of textures. > Is it technically possible, to give the user the ability, to deactivate certain calculations eevee is performing? You can always create a dedicated eevee output node and not plug anything into the displacement socket. That said if you are using multiple bump nodes in you shader, there is no way to disable all of them in one go. So it could be a feature, yes. But I also think that having this kind of switches also add workflow issues.
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Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Clément Foucault self-assigned this 2019-09-13 17:50:53 +02:00
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Implemented in ffd5e1e6ac

Implemented in ffd5e1e6ac

@fclem yeah that's true. Doing this automated by a script should work, I'll give it a try.

@fclem yeah that's true. Doing this automated by a script should work, I'll give it a try.

In #68476#775545, @fclem wrote:

In #68476#773412, @DanielPaul wrote:
But the performance is quite noticeable with a lot of textures.
Is it technically possible, to give the user the ability, to deactivate certain calculations eevee is performing?

You can always create a dedicated eevee output node and not plug anything into the displacement socket. That said if you are using multiple bump nodes in you shader, there is no way to disable all of them in one go.

So it could be a feature, yes. But I also think that having this kind of switches also add workflow issues.

So I thought more about this and created two scripts for muting and unmuting all [Bump, Bevel, Normal, Normal Map, Displacement] Nodes in every node tree.
Works pretty well and the performance boost in eevee is really nice when working in more complex scenes and a lot of noise/voronoi nodes.

You said that a fixed implementation would bring workflow issues here. I think it is the other way around,
when using this script there is a risk to forget about it and push your files to the renderfarm and render without any noise or normals.
I think that a fixed implementation (deactivating normal and displacement only in the viewport) would not bring a big issue here.
Maybe this could be put to the simplify tab.

> In #68476#775545, @fclem wrote: >> In #68476#773412, @DanielPaul wrote: >> But the performance is quite noticeable with a lot of textures. >> Is it technically possible, to give the user the ability, to deactivate certain calculations eevee is performing? > > You can always create a dedicated eevee output node and not plug anything into the displacement socket. That said if you are using multiple bump nodes in you shader, there is no way to disable all of them in one go. > > So it could be a feature, yes. But I also think that having this kind of switches also add workflow issues. So I thought more about this and created two scripts for muting and unmuting all [Bump, Bevel, Normal, Normal Map, Displacement] Nodes in every node tree. Works pretty well and the performance boost in eevee is really nice when working in more complex scenes and a lot of noise/voronoi nodes. You said that a fixed implementation would bring workflow issues here. I think it is the other way around, when using this script there is a risk to forget about it and push your files to the renderfarm and render without any noise or normals. I think that a fixed implementation (deactivating normal and displacement only in the viewport) would not bring a big issue here. Maybe this could be put to the simplify tab.

Added subscriber: @kritzien

Added subscriber: @kritzien

Sorry to bother, but this new Bump Node in Eevee literally hangs the program. Everything is lightning-fast, but when I plug something into the Height input of the Bump node - the GPU starts choking and program is unusable. There was no such a thing in version 2.8, Bump there was also updating instantly. Is there any possibility to revert to that old fast version?

Sorry to bother, but this new Bump Node in Eevee literally hangs the program. Everything is lightning-fast, but when I plug something into the Height input of the Bump node - the GPU starts choking and program is unusable. There was no such a thing in version 2.8, Bump there was also updating instantly. Is there any possibility to revert to that old fast version?
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Reference: blender/blender#68476
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