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:
4 Comments
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?
Absolutely needed when realized instances would blow up memory
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.
It would be already incredibly useful to allow for manually force to not recalculate a geometry when rendering animations.