Hello, was just wondering if anyone has encountered this problem / whether it is a bug or just the way Houdini GL works.
Using the standard Principled Shader as a way to preview textures in the viewport for a project I'm currently working on - In total there are about 10 objects with full 2K textures with roughness, albedo and occlusion maps - none of these seem to be causing any performance difference using High Quality Lighting.
As soon as I apply a normal map to a material, geometry loading performance drops suddenly - loading a frame or updating the geometry which contains the normal map takes about 10x longer than without a normal map.
Once it loads, the performance in the viewport is about the same. Performance monitor assigns this calculation time to Other - any idea what might be causing this?
Normal Map in viewport causes heavy performance drop
865 3 1- dravec_ky
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- jsmack
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- dravec_ky
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- Jonathan de Blok
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yeah, the missing tangent performance hit is also heavily impacting the bone deform node if the geo has uvs. I my scenes I see that pre calculating the tangents makes it go from around 7fps to 30+fps.
And this isn't really obvious anywhere this happens, no warnings anywhere. I stumbled across it one time in some random internet post once.
And this isn't really obvious anywhere this happens, no warnings anywhere. I stumbled across it one time in some random internet post once.
More code, less clicks.
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