Can Workbench base on CPU? CPU Viewport is better , you see Clarisee ifx!
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a
aaron.yah1991
7 May 2018
3 Comments
j
jason
This proposal really needs to have a lot more detail to it in order to be actionable at all. Specifically, how would it be better? Especially with the rest of Blender's UI being drawn with OpenGL? What advantages would it bring to Blender? Pointing to another application is not sufficient.
s
simonstoschu
Clarisse is a Pathtracer like Cycles (type of Renderengine). Worbench engine is a Rasterizer (like every Game engine). Rasterizers will ALWAYS be faster on Graphics Cards - not even sure if you could run a Rasterizer on CPU, probably not. Pathtracers are also faster on GPU (like you see with Cycles, Redshift, Octane etc.) the reason many Renderengines still use CPU is because it can use RAM better (therefore handle massive Scenes better) and can do more advanced shaders easier, scales better with Renderfarms etc.
There is a reason we have Graphics Cards and that all Games and Realtime 3D Viewports use it.
Edit: The Clarisse Viewport is kind of comparable with Cycles using an Emission Shader + Matcap for all Objects - 2.8 will allow Overlays (selection outlines etc) on top of Cycles - so if you want that, there you have it. All we need is an automatic way to set up the Matcap material and use it for every object.
Maybe thats not that bad of an idea since Cycles handles large Scenes probably better than Eevee/Workbench.
Eventually the Workbench Engine could have a toggle to use Pathtracing (internally Cycles) instead. But we should first see how the Workbench Performance turns out.
s
simonstoschu
At this point it's more about memory management and instancing though Clarisse (not being a modeller with live changes to models) is nearly impossible to beat in this area. This is why there even is a separation between general 3D Apps like Blender / Maya and lookdev apps like Clarisse / Katana... you probably couldn't do sculpting / edit meshes with Clarisses Viewport technology.
3 Comments
This proposal really needs to have a lot more detail to it in order to be actionable at all. Specifically, how would it be better? Especially with the rest of Blender's UI being drawn with OpenGL? What advantages would it bring to Blender? Pointing to another application is not sufficient.
Clarisse is a Pathtracer like Cycles (type of Renderengine). Worbench engine is a Rasterizer (like every Game engine). Rasterizers will ALWAYS be faster on Graphics Cards - not even sure if you could run a Rasterizer on CPU, probably not. Pathtracers are also faster on GPU (like you see with Cycles, Redshift, Octane etc.) the reason many Renderengines still use CPU is because it can use RAM better (therefore handle massive Scenes better) and can do more advanced shaders easier, scales better with Renderfarms etc.
There is a reason we have Graphics Cards and that all Games and Realtime 3D Viewports use it.
Edit: The Clarisse Viewport is kind of comparable with Cycles using an Emission Shader + Matcap for all Objects - 2.8 will allow Overlays (selection outlines etc) on top of Cycles - so if you want that, there you have it. All we need is an automatic way to set up the Matcap material and use it for every object.
Maybe thats not that bad of an idea since Cycles handles large Scenes probably better than Eevee/Workbench. Eventually the Workbench Engine could have a toggle to use Pathtracing (internally Cycles) instead. But we should first see how the Workbench Performance turns out.
At this point it's more about memory management and instancing though Clarisse (not being a modeller with live changes to models) is nearly impossible to beat in this area. This is why there even is a separation between general 3D Apps like Blender / Maya and lookdev apps like Clarisse / Katana... you probably couldn't do sculpting / edit meshes with Clarisses Viewport technology.