Full Frame Compositor #88150
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Reference: blender/blender#88150
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Description
Current compositor implementation is tile-based having the priority of displaying first tiles as quickly as possible.
Memory usage can be very high for complex/long trees as buffers are kept from tree execution start to finish.
This task goal is to convert current tiled/per-pixel implementation to full-frame and display whole final image as quickly as possible without tiling.
All nodes/operations are buffered, creating buffers on first read and freeing them as soon as all their readers have finished. This reduces and keeps control of memory usage for complex trees of any length.
Trees with a few/simple operations may use a bit more memory than before as previous non-buffered operations are now buffered.
Current focus is CPU, OpenCL is not available at the moment.
Performance will gradually improve as more operations are converted.
Breaking changes from tiled system:
Known issues (will be fixed):
There is an experimental option in master branch to enable it:
Status and Work plan
b1bf4c2a05
48e27ad122
538f452ea9
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @manzanilla
Added subscriber: @GeorgiaPacific
Added subscriber: @EAW
Added subscriber: @zanqdo
Added subscriber: @Pipeliner
Added subscriber: @SteffenD
Added subscriber: @MD.FahadHassan
Added subscriber: @SeanKennedy
Added subscriber: @Peine_Perdue
Added subscriber: @Nikhil.Net
Just a suggestion to keep the task updated for tracking purposes. It seems all of the nodes except Filter Nodes -> Pixelate are completed. Might by good to check off most of those boxes just for tracking purposes.
Added subscriber: @costa
Added subscriber: @DannyAustin
Added subscriber: @CreatorSiSo
Added subscriber: @MichaelParucha
What is the status of this project? Is it partially released? I can't find any release logs. And it seems that the main developer @manzanilla is no longer working on it.
Added subscriber: @JacobMerrill-1
I think that 'realtime composition' is now the goal using nodes that write openGL / vulkan later
Added subscriber: @AntoineP
Added subscriber: @Jeroen-Bakker
The project is stalled. IMO the project is almost finished.
I do want to get it finished, but isn't my top priority right now.
If there is a developer who wants to pick over he/she should get in touch with me.
Last time I checked the canvas idea had to be integrated better in the image engine. And we should enable the full frame compositor in Blender. After that the tweaking, bug fixing etc would require attention. I personally cannot handle this right due to higher risk projects in the GPU module. But would be glad to help out a developer who is willing to work on this task.
This project won't be replaced by the viewport compositor as the viewport compositor cannot be used for offline rendering.
@Jeroen-Bakker Hello. Can we have the "disc cache node" from the compositor up project?
This node would save a lot of headache for 4k projects. Please consider this one if possible. Thanks.
https://github.com/m-castilla/blender-compositor-up/tree/compositor-up
I started poking with the full frame workflow for 4K. Felt good although viewer region was faster with tile option.
Could AMD FSR be added as a dependency?
this could allow the shot in a lower res -> process FX -> upscale
(making the whole process use far less resources)
Added subscriber: @Raimund58
Added subscriber: @Emi_Martinez
Added subscriber: @ok_what
Added subscriber: @Macilvoy
Added subscriber: @DanielPaul
Im on 3.3.0 Alpha, looks like it does not work anymore. Am I missing something?
In some Tutorials there was a button in the "Viewport Shading" dropdown. Cant find it.
You're thinking of the viewport compositor.
Jep, I did all steps to enable it, but the correction doesnt apply to the viewport.
Added subscriber: @ShyDugong
Added subscriber: @genesis2303
chiming in to say that the glare node (fog glow) works very differently in GPU mode. The glare looks blown out and uneven.