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  • Published 22 Nov 2021

only recalculate geometry nodes when necessary

At the moment the geometry node trees are being re-calculated again before rendering even if nothing has changed since the node tree/modifier was last calculated.

I suggest Blender only recalculates if there are parameter changes since the last calculation.

See this bug report for further details:

developer.blender.org/T93110

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Development Status: Open

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3di
22 Nov 2021

4 Comments

othmane

Question here. I have blender 3.3.1 and GN doesn't update/recalculate on mesh location update. Even when Geometry Proximity node is used correctly. any ideas if this is normal?

thierrykobyleski

Absolutely needed when realized instances would blow up memory

At-Mind

The hard part is detecting if nothing change. There are many differences between the geometry during rendering and inside the viewport that it might be such a complicated task that could lead to many other issues. This is the reason why currently there is a big separation between viewport and render depsgraph. The render depsgraph is recalculated from scratch for each frame that is being rendered.

In your concept what is a parameter. A vertex on a different mesh could change the input mesh. If that vertex is driven by a shrink wrap on a subdivided mesh. That could lead to different results So basically everything could be a parameter. That is the base of the animation system.

If everything can become a parameter the detection of changes would become the bottleneck, what is also not desired.

Personally I would prefer quality when rendering over performance also for geometry.

thierrykobyleski

It would be already incredibly useful to allow for manually force to not recalculate a geometry when rendering animations.