In other “shaded” modes, certain optimizations can be made to prioritize things because Rhino knows that a given set or group of objects will all be drawn using the same material.Īlso with the use of “sub-object materials” in your model, Rhino cannot do the same kind of optimizations, and so they are skipped entirely. These “context switches” can become very timely, and end up overwhelming the CPU usage, which in turn, starves the GPU from getting used to its full potential. There is no guaranteed order for which objects get drawn in Rhino, which means for each and every object, Rhino will setup and initialize the GPU rendering stack (shaders, textures, content settings, etc…) prior to drawing it. There can be thousands of objects referencing several dozens of materials, many of which contain “transparency maps”. Many well organized files with no bad geometry can bring Rhino’s rendering pipeline to a standstill.Īnother reason is transparency maps. Now you can focus on the Rendered mode results to determine why and where things were slowing down.