They look wonderful, but the performance hit in simply trying to rotate the model in Rendered view is massive - to the point where you get that underwater feeling. It’s a fairly simple definition, with a single image applied as a bump. In a file with just the light and lens, if I rotate fast enough it’ll break out of Rendered view and fall into wireframe view. I’m on a 4090 so…I’m not limited by the card. Thoughts?
Rendering Viewport @nathanletwory Can it be that Rhino may use a traditional rendering pipeline, which likely includes “forward rendering”?
If this is the case, this approach can encounter difficulties with transparent materials because it doesn’t efficiently handle the complexities of blending transparent layers during the rasterization process. And so fps drop to 5 with my 3090! Is it possible to look into it if there is something odd into the code or put a warning into the material or something that prevent rendering transparency it in Rendered.
Is it possible to add a Deferred Viewport?
Advanced rendering techniques, such as “deferred rendering” or depth peeling, although more resource-intensive, offer better management of transparency.
Some of the ‘glass’ objects were broken up into 1200 individual objects, number of Rhino “objects” is
the #1 OpenGL killer, joining them tripled the fps.