Cycles HIP-RT: Rendering stalls on certain scenes with bevel shaders on RDNA4 #138656
Cycles HIP-RT: Certian point cloud renders stall on RDNA4 #138646
Sergey will check if its something we can fix from Blender side.
Blender crash on “triple edit mode” with Cycles rendered viewport mode with HIP-RT #138043
Kernel driver team is looking into
HIP-RT on AMD GPU causes hard crash when rendering scene with images-as-meshes and moving armature #137867
Compiler issue, which is resolved.
There might be a work-around until the compiler is out. Sahar will check on it.
OSL camera is fixed by an upcoming library updates.
Enable GPU Interop for HIP
Sahar will check if it works and prepare a PR to enable for AMD cards
Vulkan interop would be good to have as well, but there are some known issues in the Vulkan backend. It might be best to wait for those to be resolved and verified on NVidia cards first.
Seems very interesting, but hard to immediately integrate into Blender as some parts are missing.
Maybe there is a way to upstream the changes, so that all the improvements becomes available for Blender and Cycles.
Practical Info
This is a weekly video chat meeting for planning and discussion of Blender rendering development. Any contributor (developer, UI/UX designer, writer, …) working on rendering in Blender is welcome to join and add proposed items to the agenda.
For users and other interested parties, we ask to read the meeting notes instead so that the meeting can remain focused.
Hey Blender development team, I’m Gary, a 5 year Blender user. For this “* Mipmaps: early prototype, need to keep working”, I request to see (if possible) this upcoming feature can work with UDIMs as well. For example, you have a model with 16 4K texture maps in a single Image File for say color in a material. That’s pretty detailed. But, the camera is only near the head of the character. My guess is that mip maps would be generated for all images in this UDIM layout too, just like with any other image texture file being used in the scene. But I am hopeful the team can get the texture caching system to “choose” lower resolution mip maps for UDIMs that are further from the camera on the same model. This will be incredible to see in Blender and has been a feature I have wanted for years. It will take Blender to the level of all pro renderers … Cycles is already there actually, I love it, it just needs texture caching on UDIMs. This will enable rendering 140 gigabytes or so of a 3D moon my brother painstakingly made with over 1000 4K patches in a UDIM layout from NASA data and he renders it in Renderman, he can zoom in from space and get real close. It is currently not possible to render this particular scene in Blender unless you have an insane system with maybe like 2TB of RAM lol. I think with texture caching, it may be possible, even if the patches may need some downscaling. I know the feature is still in a prototype phase, but I am just tossing this comment out to remind you to give some love to us UDIM users with this feature. I would be happy to upload a demo file (one of my own projects) for use in testing a UDIM texture caching system, a creature with 50 UDIM patches. It could be useful to test texture caching on UDIMs
The mipmap/cache feature will, and in fact already does, work with UDIMs just like any other texture file. Only the necessary pixel data from each UDIM file will be loaded.
196k x 98k. Unbelievable detail. Rendered in Renderman and any other renderer that supports texture caching. Cycles will be able to render this once we get texture caching. I’m really excited about this feature
That is incredible to know … This is going to take Cycles into the stratosphere. It’s the last thing keeping my brother from switching to Blender. Thank you! I love knowing this
I am ecstatic that the experimental feature “adaptive subdivision” recently got motion blur support in Blender 4.5 Alpha. I don’t think anyone has really shown off how good this can look … Here is one of my test renders in Cycles using motion blur (at the default of 0.5 which is equivalent to a 180 degree shutter angle in a camera) with adaptive subdivision and a static dicing camera (the dicing camera isn’t moving and is just in an optimal position for the entire shot). This is a short 8 second video. Landscape made in Gaea 2.0, all rendered in Cycles in Blender 4.5 Alpha:
I look forward to adaptive subdivision eventually being polished and supported (I read that it is being worked on in previous meeting notes), but until then, I can use it in my work. Combined with the eventual texture caching / mip map system, Blender’s Cycle’s rendering engine will be (in my opinion) the best overall path tracing renderer out of them all. I love what everyone is doing here. Thank you so much
We do want to finish the work as well, but it is hard to tackle all the interesting and important topic with the small group of developers.
P.S. Keep in mind, this is a meeting notes thread. We are happy to clarify some aspects of the on-going work if that is not very clear from the notes. For the rest type of feedback and requests this is not the best suitable place.