← All ideas
  • Published 2 May 2022

Modifier Caching

Everyone time you open up a scene, all the modifiers thats in the scene will automatically recalculate - as its not really stored in the blend file what the resulting geometry is going to look like.

For most people this is probably very non-trivial, but if you have ever opened up a blend file that takes a while to open (say a little over a minute), a likely cause could be lots of modifiers having to be calculated.

Therefore people making large scenes tend to have non-destructive & destructive versions of there meshes.

Say maybe a sculpted asset with 2,5 million vertices that was sculpted directly in the scene would likely therefore have 2 versions, one that is decimated and one that retains the full quality in case someone wanna continue working on it. This is usually prefered over say a decimate modifier to avoid these re-computation times that happens every time the scene is refreshed or the blend is opened again at the beginning of a session.

Here it would be more ideal if people didnt have to have 2 versions of the same object, but rather be able to just slap a decimate modifier on it, wait while its calculating and then never have to worry about it again.

So the solution would be cashing the modifiers, which means that the "final" mesh gets stored in the blend file as well - and not just the originating mesh & the modifier stack. This would result in larger blend files, making it important that this feature is optional and preferably toggle-able on a per object basis), but the up side is that modifiers will no longer slow down the time taken to load up the scene.

This could also be useful for assets dragged from the asset manager, if any modifiers didnt have to recompute as you drag the asset into the scene.

100%

Development Status: Open

Upvote 8 Downvote 0
MrWillyWonka
2 May 2022

0 Comments