Fix #70114: Cycles: Particle systems missing in headless multiview render #120543

Merged
Lukas Stockner merged 1 commits from LukasStockner/blender:fix-instance-cache into main 2024-04-15 17:41:05 +02:00
Member

The problem here was that free_data_after_sync frees the particle cache in headless or locked-UI mode, but the second view doesn't regenerate them.

For multi-view renders, dropping caches is a tradeoff between compute and memory - dropping allows to reduce peak memory usage, but requires recomputation for the next view. With the current design however, dropping is not something that is easily achievable anyways (see the referenced bugs). So until something more reliable and better fitting is implemented, keep the data from Blender side until the last view.

Since free_data_after_sync doesn't do anything for baking or viewport renders anyways, it's easiest to just move this out into BlenderSession::render since that already checks whether another view is still outstanding.

Also fixes #73221 and #107589.

The problem here was that `free_data_after_sync` frees the particle cache in headless or locked-UI mode, but the second view doesn't regenerate them. For multi-view renders, dropping caches is a tradeoff between compute and memory - dropping allows to reduce peak memory usage, but requires recomputation for the next view. With the current design however, dropping is not something that is easily achievable anyways (see the referenced bugs). So until something more reliable and better fitting is implemented, keep the data from Blender side until the last view. Since `free_data_after_sync` doesn't do anything for baking or viewport renders anyways, it's easiest to just move this out into `BlenderSession::render` since that already checks whether another view is still outstanding. Also fixes #73221 and #107589.
Lukas Stockner added this to the Render & Cycles project 2024-04-12 01:26:42 +02:00
Lukas Stockner force-pushed fix-instance-cache from 82a78992a2 to 2353dd1fdc 2024-04-12 01:26:48 +02:00 Compare
Lukas Stockner requested review from Brecht Van Lommel 2024-04-12 01:27:09 +02:00
Lukas Stockner requested review from Sergey Sharybin 2024-04-12 01:27:09 +02:00
Sergey Sharybin reviewed 2024-04-12 15:03:30 +02:00
Sergey Sharybin left a comment
Owner

I think code-wise it is the best we can do for now, without going into deeper refactors. What I am not sure about is this:

For multi-view renders, there's no point in dropping the cache if we'll render another view anyways, so just keep it until the last view.

The wording might need to be tweaked, because intuitively it can be useful to reduce the peak memory even for multi-view render in-between of views. Ideal flow would be something:

  • Evaluate data on Blender side
  • Copy it to the Cycles side
  • Drop caches from Blender side
  • Load images, build BVH, compile shaders, and all other memory hungry operations
  • Update camera matrix for another view
  • Render from the new camera perspective

However, it is not something that fits easily into the current approach of memory saving strategy. There is no need to change it, but maybe wording could be changed to someyhing:

For multi-view renders it would be nice to lower peak memory usage, but it is not something that is easily achievable with the current design. Until something more reliable and better fitting is implemented keep the data from Blender side until the last view.

It is a proposal, can tweak wording as you feel makes more sense.

I think code-wise it is the best we can do for now, without going into deeper refactors. What I am not sure about is this: > For multi-view renders, there's no point in dropping the cache if we'll render another view anyways, so just keep it until the last view. The wording might need to be tweaked, because intuitively it can be useful to reduce the peak memory even for multi-view render in-between of views. Ideal flow would be something: - Evaluate data on Blender side - Copy it to the Cycles side - Drop caches from Blender side - Load images, build BVH, compile shaders, and all other memory hungry operations - Update camera matrix for another view - Render from the new camera perspective However, it is not something that fits easily into the current approach of memory saving strategy. There is no need to change it, but maybe wording could be changed to someyhing: > For multi-view renders it would be nice to lower peak memory usage, but it is not something that is easily achievable with the current design. Until something more reliable and better fitting is implemented keep the data from Blender side until the last view. It is a proposal, can tweak wording as you feel makes more sense.
Brecht Van Lommel approved these changes 2024-04-15 15:00:16 +02:00
Brecht Van Lommel left a comment
Owner

Functionally seems fine, but would be good to update the comment as suggested.

Functionally seems fine, but would be good to update the comment as suggested.
Lukas Stockner merged commit c9c777ddaa into main 2024-04-15 17:41:05 +02:00
Lukas Stockner deleted branch fix-instance-cache 2024-04-15 17:41:13 +02:00
Author
Member

Good point about that sentence, thanks - dropping caches might indeed be worth it to reduce peak mem usage. I've updated the PR and commit message.

Good point about that sentence, thanks - dropping caches might indeed be worth it to reduce peak mem usage. I've updated the PR and commit message.
Sign in to join this conversation.
No reviewers
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 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#120543
No description provided.