Cycles: texture cache and mipmaps #68917

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opened 2019-08-20 21:27:05 +02:00 by Dalai Felinto · 5 comments

There are a few parts to this:

  • Use OIIO texture cache in SVM
  • Reduced quality lookups on indirect bounces
  • Improve ray differentials in BSDF to ensure higher MIP levels are used
  • Preserve ray differentials in SVM
  • .tx file workflow, including automated generation
  • Bundle maketx with Blender
  • Optimize texture lookups by randomly sampling one of two MIP levels instead of interpolating between them

For GPU rendering, the OptiX SDK has code that we could adapt. Potentially this could be used for both CPU and GPU rendering. Some of the work from Tangent Animation can also be used to implement this, though that implementation is CPU only.

There are a few parts to this: - [ ] Use OIIO texture cache in SVM - [ ] Reduced quality lookups on indirect bounces - [ ] Improve ray differentials in BSDF to ensure higher MIP levels are used - [ ] Preserve ray differentials in SVM - [ ] .tx file workflow, including automated generation - [ ] Bundle maketx with Blender - [ ] Optimize texture lookups by randomly sampling one of two MIP levels instead of interpolating between them For GPU rendering, the OptiX SDK has code that we could adapt. Potentially this could be used for both CPU and GPU rendering. Some of the work from [Tangent Animation](https://github.com/tangent-opensource/blender) can also be used to implement this, though that implementation is CPU only.
Brecht Van Lommel changed title from Texture cache and mipmaps to Cycles: texture cache and mipmaps 2021-10-28 15:10:44 +02:00

Please do consider add a option in
preference->file Paths
to allow setting custom path for the generated .tx files!
I used to use arnold and have .tx files in my cloud drive which are all over the place and I hate that!

Please do consider add a option in ```preference->file Paths``` to allow setting custom path for the generated .tx files! I used to use arnold and have .tx files in my cloud drive which are all over the place and I hate that!
Brecht Van Lommel added this to the Render & Cycles project 2023-02-07 19:08:06 +01:00
Philipp Oeser removed the
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Render & Cycles
label 2023-02-09 13:59:50 +01:00

Hi guys, is there any new about this features ?
Is it plan to put someone on this soon ?

This could be a big change and optimisation for Blender and Cycles-X. A lot of people are waiting for this feature.
I know that in the past a guy work on it for the old cycles. Could it be possible to used a part of is job to advance more easily on this development ?
We really need .tx to give more details to our projet and drasticly lower RAM usage.

Cheers <3

Hi guys, is there any new about this features ? Is it plan to put someone on this soon ? This could be a big change and optimisation for Blender and Cycles-X. A lot of people are waiting for this feature. I know that in the past a guy work on it for the old cycles. Could it be possible to used a part of is job to advance more easily on this development ? We really need .tx to give more details to our projet and drasticly lower RAM usage. Cheers <3

This would be one of the more important features for large productions. We’re currently working on a feature film and had to implement many workarounds to handle texture memory. This would make things so much more streamlined!

This would be one of the more important features for large productions. We’re currently working on a feature film and had to implement many workarounds to handle texture memory. This would make things so much more streamlined!

The lack of .tx support is a huge time drain in complex scenes with a lot of foliage, Quixel and other photo scan assets. This is currently one of the biggest issues with Cycles I see. All render times with de-noise are fine but the amount of artist-time spent manually fixing textures to fit into GPU memory is not. Please look into this. Thank you.

The lack of .tx support is a huge time drain in complex scenes with a lot of foliage, Quixel and other photo scan assets. This is currently one of the biggest issues with Cycles I see. All render times with de-noise are fine but the amount of artist-time spent manually fixing textures to fit into GPU memory is not. Please look into this. Thank you.

.exr supports tiling/caching as well, it’d be handy if a Cycles implementation did as well.

At least a few larger VFX studios I know of store all of their textures across the pipeline as .exr for this purpose. It enables hero assets with tens if not hundreds of GB of UDIM textures, and for some render engines at least it can provide quite drastic speed ups for network rendering (though less for local rendering with modern SSD speeds)

.exr supports tiling/caching as well, it’d be handy if a Cycles implementation did as well. At least a few larger VFX studios I know of store all of their textures across the pipeline as .exr for this purpose. It enables hero assets with tens if not hundreds of GB of UDIM textures, and for some render engines at least it can provide quite drastic speed ups for network rendering (though less for local rendering with modern SSD speeds)
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