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先日Blender5.2.0でひっそりとシェーダー用のSceneTimeノードが追加された 自作の瞳用視差シェーダーのうるうる機能に#frameを使うと、キャラ3、4体分でめっちゃ重い問題があったけど、突然解決した‥! (沢山ノードがあるグループ内にこのドライバーがあると高負荷になりやすく、シェーダーに組むハードルが高かった) バージョン違いの不具合もあって配布は見送ってたんだけどこれなら正式版でいけそう #3DCG
166,021 views • 3 months ago •via X (Twitter)
11 Comments

Translate the text in the video. ・My eye parallax shader has a teary-eye parameter ・Around 40 FPS without animation ・But using the#frame driver to animate it... ・drops it to around 20 fps ・Each eyeball uses as many parallax shaders as it has layers, so it gets heavy fast ・With multiple characters, it drops to around 10 fps ・Switched to the newly added Scene Time node instead ・Framerate barely changes even while the animation is playing ・LFG

It's cool that you made so she looks at the visible objects in the scene!😆 I need a bit more time to discuss about this level of how the software work so I'm just watching at a distance. Right now I'm a bit scared of updating Blender while I'm still working on 3D models.

I think the same way! This is good news but i actually think I'll continue using 4.x for a while longer.

軽くなるのは良いですね

軽いは正義です!

어째서 사람들은 어렵게 돌아가는거지?

At least in my shader, this approach results in the same load as when using the driver.

frame driver stuff is always nice, but damn it can be brutal on FPS at times.

Qué raro ver a un Japonés usando Blender en Inglés, normalmente lo tienen en Japonés.

how is this possible, what does the scene time node do differently than the frame variable?

My guess it's because the frame variable, simply by existing, constantly continues to calculate the driver for the entire scene. But even outside of this parallax shader, any complex node group gets noticeably heavier if even a single this driver is being used, so the actual cause might actually be something else..

