Itoo Software Forum

Author Topic: FP + 3ds max 2022 - Active Shader Compiling  (Read 2489 times)

Angel 1=2

  • Newbie
  • *
  • Posts: 21
FP + 3ds max 2022 - Active Shader Compiling
« on: January 25, 2022, 03:41:08 PM »
Hi once again,

Currently experimenting with ways to speed up workflow.
Recently experience quite significant slowdown and trying to narrow down what is causing it.
Both systems mentioned below use latest 3ds max and latest FP.
Since have two different machine, network mapped drive and  solid performing local nvme drivers installed in each machine, managed to explore several situations:

1 . Each PC takes all assets from the nvme in three different scenarios  - with FP and RC, without FP only and without FP and RC
2. Each PC takes all assets from the network mapped drive - with FP and RC, without  FP only and without FP and RC

Observations are as follows:

1  - with FP and RC , both PCs (dual Xeon v4 and Amd 5950x  with the assets onto nvme drives) open the scene in as expected. Speed performance is around 50 % better in the Ryzen system. Both show a strange message when manage to open the scene - "viewport shaders compiling",  which takes quite significant amount of the time - between 2-4 min depending on the system.
 As soon as delete the FP objects ( but leave the used proxies), both scenes load much, much quicker - both around 4 times faster.  Turned out that not RC but FP objects slowed down the opening time of the scene, regardless of the system.
2 -  with FP and RC, opening the scene from network mapped drive -  the expected slowdown due to loading from raid 10 HDD array, just did not happen. Time necessary for the scene to open slightly increases, but not as expected considering the huge advantage of the nvme drives. Both systems were around 15 % slower than if all assets are onto nvme storage. If delete only the FP objects the very same situation as in scenario 1 occurs. Both machines open the scene much faster, this time only 3 times, and once again the "viewport shaders compiling"  message is gone.

So my questions is: Why this message is showcased only when there are FP objects in the scene? Why when the message shows, there is additional computation time  for the scene to become fully managable - for instance  additional 25 % time  on top when this message shows? Is there any way to turn off any 3ds max 2022 features  to speed up opening of the scenes with Forst Pack as do not recall seeing this message with previously used 3ds max 2020 version?

Thanks
« Last Edit: January 25, 2022, 03:43:02 PM by Angel 1=2 »

Paul Roberts

  • iToo Software
  • Hero Member
  • *****
  • Posts: 2991
Re: FP + 3ds max 2022 - Active Shader Compiling
« Reply #1 on: January 26, 2022, 09:48:31 AM »
Hi,

It's hard to say what is going on there. The "viewport shaders compiling" message comes from Max, not from out plugin. It appears to be a feedback feature added in 3ds Max 2021.3

When a bitmap location has been stripped or it is not in its original location, then max will search through all of the folders listed on customise > Project Paths > Configure External Files to try and find it. If there are folders present that are on slow drives it could possibly have a negative impact on load times.

Best,
Paul
Paul Roberts
iToo Software

Angel 1=2

  • Newbie
  • *
  • Posts: 21
Re: FP + 3ds max 2022 - Active Shader Compiling
« Reply #2 on: January 29, 2022, 10:33:01 AM »
Hi Paul,

New project, copy-paste few FP objects. The same message from 3ds max. All files are situated onto what some people consider slow - raid 10 +ssd cache .
Looking at the asset browser, can see that all files are with UNC location, and are present. No missing ones, nor stripped.
The only ones with different  textures location are those related to FP.

Tested in so many scenarios - local nvme, mapped nvme, ssd, and the mapped server storage - it is the very same " 0 viewport shaders compiling". With few FP the slowdown is insignificant, but with more than 15-20 it takes >1 min  additional time.
As soon as delete the FP objects, the message is gone, as well as the additional slowdown.
« Last Edit: January 29, 2022, 11:11:19 AM by Angel 1=2 »

Paul Roberts

  • iToo Software
  • Hero Member
  • *****
  • Posts: 2991
Re: FP + 3ds max 2022 - Active Shader Compiling
« Reply #3 on: January 31, 2022, 10:07:38 AM »
Can I ask what renderer you are using and what viewport display modes? This isn't an issue that we've ever had reported before so it's quite tricky to identify the issue. Another option might be to send us a complete file that reproduces the issue to helpdesk@itoosoft.com, although it may be a hardware/network specific issue, at least we can see if it's reproducible here.
Paul Roberts
iToo Software

Angel 1=2

  • Newbie
  • *
  • Posts: 21
Re: FP + 3ds max 2022 - Active Shader Compiling
« Reply #4 on: January 31, 2022, 10:34:27 AM »
Hi Paul,

Uploading scene onto gdrive and writing an email, explaining  more.
Should be there in half an hour.

Best

Paul Roberts

  • iToo Software
  • Hero Member
  • *****
  • Posts: 2991
Re: FP + 3ds max 2022 - Active Shader Compiling
« Reply #5 on: January 31, 2022, 02:53:55 PM »
Hi,

I've replied by email but I'll copy my response here in case others are looking.

Quote
I suspect that this issue is related to the large number of Corona proxies used.

Unfortunately, there is a known issue when using Corona proxies. Forest Pack needs some kind of mesh input in order to calculate the size, point clouds, collisions etc. To obtain this we use a specific Max function (GetRenderMesh), which is very slow with Corona proxies.

This is not an issue for all renderers. For example, with V-Ray proxies 'GetRenderMesh' is very fast, because it returns the simplified mesh used for the viewport display. Instead, Corona computes and returns the full mesh stored in the proxy, and if you have a lot of them in your scene as you have, this process takes a lot of time.

We contacted the Corona team some time ago, to request an alternative way to get a quick mesh from the proxy. They took note of our suggestion, but I think it still hasn't been implemented.

Kindest regards,
Paul
Paul Roberts
iToo Software