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Why does VrayDistanceTex affected viewport performance?

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  • Why does VrayDistanceTex affected viewport performance?

    Hey everyone,

    can anyone explain why the VrayDistanceTex affects the viewport performance, even when it doesnt show in the viewport?

    Demostrating this on a basic test scene with a default plane and sphere.
    The plane has a VrayMtl and i picked the sphere inside VrayDistanceTex.
    Viewport Shading is set to Standard.

    Test Scene and screenshot in the next post.


    FPS differences when moving the sphere:

    120 FPS (not connected at all):

    Click image for larger version

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    90 FPS:
    It even affects the viewport if its not connected to the shader (2.image)


    Click image for larger version

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    Click image for larger version

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    40 FPS (VrayCompTex):
    Click image for larger version

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    7 FPS:
    Click image for larger version

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ID:	1199087



    I´ve attached the demo file as well.

    Thanks!

  • #2
    ​Screenshot and attached max file:

    Click image for larger version

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    Attached Files

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    • #3
      No issues on my end. Usually, VRayDistanceTex slowdowns occur when there are many objects in the scene (it assesses all of them), hence why we implemented a "Compute in viewports" checkbox to avoid that. Otherwise, I noticed you were using a very outdated version of V-Ray. Does it happen if you update?
      Aleksandar Hadzhiev | chaos.com
      Chaos Support Representative | contact us

      Comment


      • #4
        Thanks for your reply.
        I just tested the file with the newest 3ds max and Vray version. The slowdown still occurred, BUT turning the "Compute in viewport" off and on again fixed it.

        Also I have to admit, I didn´t know there is a "Compute in viewports" checkbox. I only need it at render times so, I can easily turn it off for now.

        Thanks for the help!

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