Mix shader layers in H16.5 slows render considerably is it normal behavior?
3276 18 1- mzigaib
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Thanks for the feedback.
No I am not doing any displacements, the simple fact that you mix 2 shaders in a clean scene with a shaderball and render it you can already notice the slow down.
I was wondering if anyone else noticed it and if this behavior is normal.
No I am not doing any displacements, the simple fact that you mix 2 shaders in a clean scene with a shaderball and render it you can already notice the slow down.
I was wondering if anyone else noticed it and if this behavior is normal.
Edited by mzigaib - May 19, 2018 13:48:31
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I'm not seeing a large difference in shader performance between layered and non-layered. The layered render was about 10 seconds slower than the slowest layer. The three renders took 1:10 1:20 and 1:30, with the layered render taking the longest.
I would expect some difference considering the layered shader is more complicated than the non-layered one.
I would expect some difference considering the layered shader is more complicated than the non-layered one.
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After another test I am still getting the issue.
1-Mix shader ball - 2:45min
2-Just Material 1 shader - aluminium - 1:13min
3-Just Material 2 shader - Red coated - 1:10min
I've mix them with a sim x axis ramp no doubt if I use the mix shader it doubles the time even with similar materials.
And I made this test in a different machine.
1-Mix shader ball - 2:45min
2-Just Material 1 shader - aluminium - 1:13min
3-Just Material 2 shader - Red coated - 1:10min
I've mix them with a sim x axis ramp no doubt if I use the mix shader it doubles the time even with similar materials.
And I made this test in a different machine.
Edited by mzigaib - May 21, 2018 14:51:06
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Your mix puts both materials everywhere, it would follow that the result takes as longer than with just one or the other. I was expecting a more extreme difference from your first post, like 10 minutes compared to one. Taking twice as long is well within the range of expected change when doubling shading complexity.
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In fact the lone shaders examples are everywhere theoretically they should take longer, but I think it makes sense when you say that the double time is related the shader mixing complexity.
I think doubling the render time can be extreme depending on the complexity of the object or the shader now I am going to think more before mixing them.
Thanks for the feedback.
I think doubling the render time can be extreme depending on the complexity of the object or the shader now I am going to think more before mixing them.
Thanks for the feedback.
Edited by mzigaib - May 21, 2018 15:24:07
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Make sure you always add ‘shop_disable_displace_shader’ to the final vop if you are not building a shader with displacement and not using a collect vop/material builder. Shading networks that are ‘incomplete’ are automatically completed with both a surface and displacement shader. This might be part of the difference you are seeing.
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