Complex node setup: Longer render times in experimental build vs. stable release #70609
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Reference: blender/blender#70609
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System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: 2x GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86
Blender Version
Broken: version: 2.81 (sub 14), branch: master, commit date: 2019-10-06 14:05, hash:
54a9649e26
Short description of error
I've noticed that certain (very complex) shader node setups yield much longer render times on the current experimental build compared with the 2.80 stable release.
To demonstrate this, I've deliberately created a complex test shader with various layers of nested node groups (which perform a bunch of mathematical operations with Math nodes). The final output is just a black cube.
Rendering the exact same file on my machine (specs listed above) with both stable release and experimental build yields following render times:
Average render time with 2.80.75 stable release: 0.48 seconds
Average render time with latest experimental build: 4.30 seconds
Exact steps for others to reproduce the error
bug_complexnodes_alterdings.blend
Added subscriber: @alterdings
Added subscribers: @fclem, @brecht, @mano-wii
Some changes in the node system were made during the releases.
@brecht, do you know if any of them justify this delay?
Cc @fclem
(4 seconds doesn't look like much since it's only on initial load).
Thanks for your reply. The 4 second difference applies only to this example of course, I've had this same issue with other, more complex files where the discrepancy in render times was far greater.
Added subscriber: @CharlieJolly
Confirmed. Just changing the colour on the material takes ages to update and this is not the case on 2.80.
The issue is caused by the nodegroup flattening, which does the same thing as you would do if you manually ungrouped every nodegroup.
The problem comes from nodeUniqueName which is checking if the nodetree does not have two node with the same name. And it does that for each node added from ungrouped nodegroups.
As far as I can remember we don't use names to identify nodes in the GPU nodetree evaluation so it might be OK to bypass it. But maybe some utility functions are using names.
@brecht Any input on this?
This issue was referenced by
8163fda9fb
Changed status from 'Open' to: 'Resolved'
This is vastly improved with the fix but the material updates (e.g when changing colour) are still slower on the latest builds. On 2.80 it is real time but on latest build there is a small lag.
@alterdings Out of interest what time do you get now?
Is the fix already implemented in the latest daily build (hash:
f61a8a2abd
)? If so, I'll download it and try it out.