BUG: Chaos texture is still processing (causing slow down), even when its not connected to a material
I have a texture plugged into a material. Editing the UV transform is generally really fast, unless I have that same texture plugged into a chaos texture.
It slows things down even if the chaos texture OUTPUT is not connected to anything.
1. Load the attached scene and click the render target to render
2. Select the UV transform node and drag/slide S.X.
NOTE: You will notice its really slow and choppy
3. Disconnect the texture from the chaos texture input and slide UV transform S.X.
NOTE: Now its really fast again
So it looks like the chaos texture is still being processed even though its output is connected to nothing.
Is there any reason why the chaos texture is so slow? Can we optimise this?
EDIT: It only slows down if you adjust the input image parameters, which is odd, since they actually get ignored by the chaos texture output (eg, power, gamma, uv transforms etc)
Also, why is it limited to LDR images? Can we add support for HDR?
OctaneRender™ 2020.2 RC1
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- Attachments
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- chaos_texture_unconnected_output_slow.orbx
- (2.83 MiB) Downloaded 244 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Lino it seems to be working here using vertex displacement. The chaos texture only accepts an RGB image node with an LDR texture though.linograndiotoy wrote:The new Chaos Texture is awesome.
Would it be possible to make it work with Displacement?
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
BUG: Compositing real time updates are broken
Changes made to compositing nodes dont update in real time. You need to restart the render
1. Load the scene and select the render target to start rendering
2. Select "Comp1" under the viewport
3. Select Composite AOV group
4. Change Input 1 > color
Nothing updates in the viewport. You need to stop the render and restart to force the color change
Changes made to compositing nodes dont update in real time. You need to restart the render
1. Load the scene and select the render target to start rendering
2. Select "Comp1" under the viewport
3. Select Composite AOV group
4. Change Input 1 > color
Nothing updates in the viewport. You need to stop the render and restart to force the color change
- Attachments
-
- compositing_updates_broken.ocs
- (76.57 KiB) Downloaded 246 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Underneath it is a scripted graph so it gets evaluated whenever one of its input changes, even it it's not connected to the render target.funk wrote: So it looks like the chaos texture is still being processed even though its output is connected to nothing.
Is there any reason why the chaos texture is so slow? Can we optimise this?
EDIT: It only slows down if you adjust the input image parameters, which is odd, since they actually get ignored by the chaos texture output (eg, power, gamma, uv transforms etc)
Also, why is it limited to LDR images? Can we add support for HDR?
Changing the input image is slower than the other parameters because there is a pre-processing step that requires the image to be read CPU side, build channel histograms and create image-specific LUTs that are used during the actual blending. We'll check if there are any speedups possible. Changing the other parameters should be fast as everything else is happening on the GPU.
The next version will support other kind of textures as input and have a resolution field for the pre-processing step, although the output will still be LDR at the moment.
I think the texture displacement doesn't work with OSL textures and that's probably why it doesn't work with this.
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
Let me check again!funk wrote:Lino it seems to be working here using vertex displacement. The chaos texture only accepts an RGB image node with an LDR texture though.linograndiotoy wrote:The new Chaos Texture is awesome.
Would it be possible to make it work with Displacement?
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
funk wrote:Lino it seems to be working here using vertex displacement. The chaos texture only accepts an RGB image node with an LDR texture though.linograndiotoy wrote:The new Chaos Texture is awesome.
Would it be possible to make it work with Displacement?
It looks like Vertex Displacement works fine with Chaos (but not when high dynamic range image formats are used, as you mentioned, which of course is some important limitation that needs to be solved).
I just found out Grayscale Image Node is also not working with Chaos Texture node.
Thanks for your test Funk!
Last edited by linograndiotoy on Sat Nov 14, 2020 10:28 pm, edited 2 times in total.
@jobigoud Thanks for looking into it
@Lino you can load your greyscale texture (as long as its LDR) into an RGB node for now. Hopefully jobigoud can add support for greyscale image nodes too.
@Lino you can load your greyscale texture (as long as its LDR) into an RGB node for now. Hopefully jobigoud can add support for greyscale image nodes too.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
Yeah, I know, but memory consumption is always an important issue.funk wrote:@jobigoud Thanks for looking into it
@Lino you can load your greyscale texture (as long as its LDR) into an RGB node for now. Hopefully jobigoud can add support for greyscale image nodes too.
Thanks for the report this will be fixed in the next releasefunk wrote:BUG: Compositing real time updates are broken
Changes made to compositing nodes dont update in real time. You need to restart the render
1. Load the scene and select the render target to start rendering
2. Select "Comp1" under the viewport
3. Select Composite AOV group
4. Change Input 1 > color
Nothing updates in the viewport. You need to stop the render and restart to force the color change
- Daniel_Ward
- Posts: 158
- Joined: Thu Apr 30, 2015 2:57 am
- Location: Christchurch, New Zealand
- Contact:
Hi Guys,
the bug fix list for RC1 mentions fixing issue where scatters are not applied to surfaces in some cases. Was this supposed to have resolved the issue I reported where imported meshes were not applying scatters for selection and relative density for grey scale images, as it still doesn't seem to be working for me?
Cheers, Dan.
the bug fix list for RC1 mentions fixing issue where scatters are not applied to surfaces in some cases. Was this supposed to have resolved the issue I reported where imported meshes were not applying scatters for selection and relative density for grey scale images, as it still doesn't seem to be working for me?
Cheers, Dan.
+MAP Architects, Christchurch - New Zealand
ArchiCAD 4.12 - ArchiCAD 24 || Octane for ArchiCAD
i7-7700K - Gigabyte Aorus Z270X Gaming 9 - 32Gb RAM - 3x Gigibyte GTX1070 G1 Gaming - Window 10 64Bit
ArchiCAD 4.12 - ArchiCAD 24 || Octane for ArchiCAD
i7-7700K - Gigabyte Aorus Z270X Gaming 9 - 32Gb RAM - 3x Gigibyte GTX1070 G1 Gaming - Window 10 64Bit