Render Camera Slow to update but native cam is fast?

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Hi, just wondering if anyone else has experienced something like this/ has a solution:

I have a basic architectural environment in a scene with some scattering and props etc. All is fine and good, it renders snappy in the viewport until I hop into a camera....any tweaks I make will take an eternity to update and I have no idea why. It's not switching render prims as far as I can tell and I have it set to half res in the viewport (this is happening with Redshift and karma)

thanks in advance!
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Post this on the Redshift forum, they'll help you out.
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This is most likely due to cooking a complex graph after the camera. Is your camera node being edited at the top of a long change of LOP nodes? This would trigger all of these nodes to recook when modifying the camera. For best performance, use a merge at the bottom of the chain to combine your scene, your lights, and your cameras. This way editing lights and cameras stays performant even with more complex scenes.
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Thanks, yeah that's what I was thinking initially, but it doesn't seem to make any difference. I killed all the camera prims with restructure scene graph node, cached out the USD with those changes, and then added fresh cameras via a merge, which still had the exact same behavior.
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I was able to fix it for me. It was the Scene Import bringing in the Materials. I had a stonewall with tons of named individual pieces. For some reason the material got recooked on all stones whenever I moved the camera. I deleted the name attribute, so it came in as one mesh and the lag was gone.
Edited by luisguggenberger - April 11, 2024 05:57:29
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