Modifier are still evaluated even when not required. #95198
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Reference: blender/blender#95198
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13
Blender Version
Broken: version: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash:
f1cca30557
Worked: never
Short description of error
Modifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.
Exact steps for others to reproduce the error
Create/ import a large object (60M poly mesh for example).
Add lattice modifier, let all option blank.
Disable viewport visibility of this modifier.
Try to move/rotate/scale the object in the viewport, the performance is really low.
In order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.
Added subscriber: @softyoda
Added subscribers: @Sergey, @dr.sybren, @lichtwerk
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
@Sergey, @dr.sybren: is there a reason why we add a DEG relation to own transform (even if the modifier does nothing really?)
See
DEG_add_modifier_to_transform_relation
inupdateDepsgraph
of the lattice modifier (but also many other modifiers : Curve etc).Above seems to work correctly and gets rid of the lag in following file:
#95198.blend
Added subscriber: @Mets
Our lighting artist has also been running into an issue for the past couple of days when working on a complex scene where duplicating lights and some other actions causes tremendous lag.
We found out just now that enabling Simplify fixes the issue, so I suspect that the bug behind this report might be the cause of our issue as well. Do you think that could be the case, based on what you've found out? Duplicating an object causing a scene-wide re-evaluation of all objects' modifiers? Or would that be a separate issue?
@lichtwerk, not much more reasons other than how the original code was handling things before we took over. Guess was never really a priority to look into because why would one have lattice modifier which doesn't have lattice deformed assigned,, right? ;)
Think the suggestion you brought up in the patch is fine to have implemented for lattice and curve modifiers. Just add some comment explaining that without
lmd->object
the modifier is disabled, so for the performance reasons relation on the own transform is ignored.@Mets, duplicating lights should not cause modifiers re-evaluation. If it does, it will be caused by some other root cause. Please make sure the slowdown is reported as a separate task.
Added subscriber: @mont29
@Mets This sounds very similar to #94609 (Modifiers are always reevaluated when using an image texture data-block), maybe good to check this report first? especially the file added in one of the latest comment, https://developer.blender.org/T94609#1291980
Yes, my bug report wasn't about any light, but it also related to this #94609 as it recalculate modifier when not needed.
I opened this bug not only because the lattice modifier get recalculated when no lattice is selected, but also because it gets recalculated :
Added subscriber: @kursadk
I think that this might be related as well, having a super dense multires object also seems to affect the scene performance whether it is the active object or not.
Hi, I just want to mention that this issue persist in my everyday work as I often need boolean to extract interior from exterior of photogrammetry. The boolean in fast work well, I just have to remove generated faces that remain selected in edit mode if the boolean object had all faces connected before the boolean realization.
But doing this takes minutes and add-up to hours of waster time.
The current process is :
Duplicate my object to do the exterior next ~20sec
Add boolean modifier -> ~1min
Set it to fast -> ~1min
Set it to intersect -> ~1min
Select my object to boolean -> ~3min
Apply the modifier -> ~3min
Select my other object ~5sec
Add boolean modifier -> ~1min
Set it to fast -> ~1min
Keep it to "difference" -> 0sec
Select my object to boolean -> ~3min
Apply the modifier -> ~3min
Those example times can be different depending on the poly count, but it remains very long.