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Cycles : VDB volumes refactor #5373
base: 1.4_maintenance
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Cycles : VDB volumes refactor #5373
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Just a note for myself - after a few shader tweaks and/or attributes changes, there is a segfault here, or more specifically in Cycles itself: When any old shaders assigned get de-referenced. Something to figure out and I'm not too sure yet why that is... |
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Some more investigations: With this MR pull, I can remove including the shader hash + expensive rebuild of a shader per-shader update. My hunch why we run into some of these shader issues vs Blender is Blender tends to keep the same @johnhaddon I think I saw in GafferArnold that you have a mechanism to update already created shaders, is that something that we could do there also as an alternative approach? I wasn't sure how to determine when a shader is being updated vs created as you'd normally just |
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Sorry for the ludicrous delay in replying to this. Yes, we do have something like that in IECoreArnold - |
Just adding here that the custom cycles patch I use to update shaders that's not a broken link: Just to add also, this looks pretty exciting and a much-needed revamp of the volume integrator in cycles: |
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… into the scene lock.
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Generally describe what this PR will do, and why it is needed
Related issues
Dependencies
Not hard-dependencies, but I did apply this based on these two, so I am not sure how it'll go without them.
Breaking changes
convertVoxelGrids
Checklist
TODO