"Persistent Data" stops "Adaptive Subdivision Surface" from working properly. #92893

Closed
opened 2021-11-07 03:47:46 +01:00 by Alaska · 6 comments
Member

System Information:
Operating system: Linux-5.14.0-4-amd64-x86_64-with-glibc2.32 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44

Blender Version:
Broken version:
2.93
3.0
3.1.0 Alpha, branch: master, commit date: 2021-11-06 18:29, hash: eddf5ad581
Worked: Not sure

Short description of error
When Persistent Data is enabled and Adaptive Subdivision Surface is used on a surface to allow displacement via the shader editor, then the Adaptive Subdivision Surface will not update to changes in the scene.

Exact steps for others to reproduce the error:
Persistent Data and adaptive sub-division not operating properly.blend

Option 1:

  1. Download the attached file and open it.
  2. Render frame 1.
  3. Render frame 2.

You will notice that the second frame doesn't appear to have much detail. This appears to be because the adaptive subdivision level being used is the same as the first frame, which is optimized for the object being small in the camera view. This is caused by the Persistent Data setting. Disabling the Persistent Data setting and re-rendering the second frame you will notice much more detail as adaptive subdivision surface is now working properly.

Option 2 (Create the file from scratch):

  1. Create a scene in Cycles.
  2. Enabled the Experimental feature set in the Render Properties panel.
  3. Enabled Persistent Data in the Render Properties panel.
  4. Create an object with some initial geometry (a cube subdivided 3 times worked for me) and give it a Subdivision Surface modifier with the Adaptive Subdivision option enabled.
  5. Give the object a material and in the Material Properties panel change the Displacement type to Displacement Only
  6. In the node editor add a Displacement node, connecting the output to the Material Output node.
  7. Add a highly detailed texture and connect it to the Height input of the Displacement node.
  8. Move the camera away from the object and/or change the focal length so the object appears small in the camera view. Keyframe these settings.
  9. On the time line shift to the next frame and move the camera and/or change the focal length so the object is really large in the camera view. Keyframe these settings.
  10. Render the first frame with the zoomed out settings.
  11. Render the second frame with the zoomed in settings.

You will notice that the second frame doesn't appear to have much detail. This appears to be because the adaptive subdivision level being used is the same as the first frame, which is optimized for the object being small in the camera view. This is caused by the Persistent Data setting. Disabling the Persistent Data setting and re-rendering the second frame you will notice much more detail as adaptive subdivision surface is now working properly.

**System Information:** Operating system: Linux-5.14.0-4-amd64-x86_64-with-glibc2.32 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44 **Blender Version:** Broken version: 2.93 3.0 3.1.0 Alpha, branch: master, commit date: 2021-11-06 18:29, hash: `eddf5ad581` Worked: Not sure **Short description of error** When `Persistent Data` is enabled and `Adaptive Subdivision Surface` is used on a surface to allow displacement via the shader editor, then the `Adaptive Subdivision Surface` will not update to changes in the scene. **Exact steps for others to reproduce the error:** [Persistent Data and adaptive sub-division not operating properly.blend](https://archive.blender.org/developer/F11755224/Persistent_Data_and_adaptive_sub-division_not_operating_properly.blend) Option 1: 1. Download the attached file and open it. 2. Render frame 1. 3. Render frame 2. You will notice that the second frame doesn't appear to have much detail. This appears to be because the adaptive subdivision level being used is the same as the first frame, which is optimized for the object being small in the camera view. This is caused by the `Persistent Data` setting. Disabling the `Persistent Data` setting and re-rendering the second frame you will notice much more detail as adaptive subdivision surface is now working properly. Option 2 (Create the file from scratch): 1. Create a scene in Cycles. 2. Enabled the `Experimental` feature set in the `Render Properties` panel. 3. Enabled `Persistent Data` in the `Render Properties` panel. 4. Create an object with some initial geometry (a cube subdivided 3 times worked for me) and give it a `Subdivision Surface` modifier with the `Adaptive Subdivision` option enabled. 5. Give the object a material and in the `Material Properties` panel change the `Displacement` type to `Displacement Only` 6. In the node editor add a `Displacement` node, connecting the output to the `Material Output` node. 7. Add a highly detailed texture and connect it to the `Height` input of the `Displacement` node. 8. Move the camera away from the object and/or change the focal length so the object appears small in the camera view. Keyframe these settings. 9. On the time line shift to the next frame and move the camera and/or change the focal length so the object is really large in the camera view. Keyframe these settings. 10. Render the first frame with the zoomed out settings. 11. Render the second frame with the zoomed in settings. You will notice that the second frame doesn't appear to have much detail. This appears to be because the adaptive subdivision level being used is the same as the first frame, which is optimized for the object being small in the camera view. This is caused by the `Persistent Data` setting. Disabling the `Persistent Data` setting and re-rendering the second frame you will notice much more detail as adaptive subdivision surface is now working properly.
Author
Member

Added subscriber: @Alaska

Added subscriber: @Alaska

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Added subscriber: @brecht

Added subscriber: @brecht

We track adaptive subdivision tasks in #53901 instead of bug reports, since this is not a supported feature yet.

We track adaptive subdivision tasks in #53901 instead of bug reports, since this is not a supported feature yet.

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#92893
No description provided.