Age | Commit message (Collapse) | Author |
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Gathers information about object geometry and textures. Very basic at
this moment, but need to start somewhere.
Things which needs to be included still:
- "Runtime" information, like BVH. While it is not directly controllable
by artists, it's still important to know.
- Device array sizes. Again, not under artists control, but is added to
the overall size.
- Memory peak at different synchronization stages.
At this point it simply prints info to the stdout after F12 is done,
need better control over that too.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3566
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Mainly just passing the depsgraph and evaluated scene and camera, instead of
the original one. Patch by Sergey, further modifications by Brecht.
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Point density texture and motion blur are still broken, and many more changes
are needed in general to used evaluated datablocks.
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Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D2920
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No color pass because it's hard to define what to use as color in a volume.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D2903
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This commit contains the first part of the new Cycles denoising option,
which filters the resulting image using information gathered during rendering
to get rid of noise while preserving visual features as well as possible.
To use the option, enable it in the render layer options. The default settings
fit a wide range of scenes, but the user can tweak individual settings to
control the tradeoff between a noise-free image, image details, and calculation
time.
Note that the denoiser may still change in the future and that some features
are not implemented yet. The most important missing feature is animation
denoising, which uses information from multiple frames at once to produce a
flicker-free and smoother result. These features will be added in the future.
Finally, thanks to all the people who supported this project:
- Google (through the GSoC) and Theory Studios for sponsoring the development
- The authors of the papers I used for implementing the denoiser (more details
on them will be included in the technical docs)
- The other Cycles devs for feedback on the code, especially Sergey for
mentoring the GSoC project and Brecht for the code review!
- And of course the users who helped with testing, reported bugs and things
that could and/or should work better!
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Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.
To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.
To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.
From a user perspective, nothing should change with this commit.
Differential Revision: https://developer.blender.org/D2443
Differential Revision: https://developer.blender.org/D2444
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The range is controlled using the following command line arguments:
--cycles-resumable-start-chunk
--cycles-resumable-end-chunk
Those are 1-based index of range for rendering.
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Currently there is no functional changes, but we will be adding
couple more of options here soon.
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This feature is also known by the name Samples Offset, which allows
artists to render animation with given amount of samples N, but then
render more samples, starting from N and ending with M (where M > N)
and merge renders together as if they rendered exactly M samples.
Surely such effect could be achieved by changing Seed variable, but
that has possible issues with correlation artifacts and requiring to
manually deal with per render layer samples and such.
While we can't support all possible renderfarm-related features in
Cycles it's nice to support really commonly used stuff.
Here's a command how to run Blender with the new feature enabled:
blender -- --cycles-resumable-num-chunks 24 --cycles-resumable-current-chunk 2
This command will divide samples range in 24 parts and render
range #2 (chunk number is 1-based).
This feature might be changed a bit after we'll do some tests here
in the studio with it.
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We don't have vectors re-allocation happening multiple times from inside
a loop anymore, so we can safely switch to a memory guarded allocator for
vectors and keep track on the memory usage at various stages of rendering.
Additionally, when building from inside Blender repository, Cycles will
use Blender's guarded allocator, so actual memory usage will be displayed
in the Space Info header.
There are couple of tricky aspects of the patch:
- TaskScheduler::exit() now explicitly frees memory used by `threads`.
This is needed because `threads` is a static member which destructor
isn't getting called on Blender's exit which caused memory leak print
to happen.
This shouldn't give any measurable speed issues, reallocation of that
vector is only one of fewzillion other allocations happening during
synchronization.
- Use regular guarded malloc (not aligned one). No idea why it was
made to be aligned in the first place. Perhaps some corner case tests
or so. Vector was never expected to be aligned anyway. Let's see if
we'll have actual bugs with this.
Reviewers: dingto, lukasstockner97, juicyfruit, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1774
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The combined pass is built with the contributions the user finds fit.
It is useful for lightmap baking, as well as non-view dependent effects
baking.
The manual will be updated once we get closer to the 2.77 release.
Meanwhile the new page can be found here:
http://dalaifelinto.com/blender-manual/render/cycles/baking.html
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D1674
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This panel is only visible when debug_value is set to 256 and has no
affect in other cases. However, if debug value is not set to this
value, environment variables will be used to control which features
are enabled, so there's no visible changes to anyone in fact.
There are some changes needed to prevent devices re-enumeration on
every Cycles session create.
Reviewers: juicyfruit, lukasstockner97, dingto, brecht
Reviewed By: lukasstockner97, dingto
Differential Revision: https://developer.blender.org/D1720
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Previous fix didn't work well enough because on Windows Python has different
environment than Blender ans setting variables in there made no effect from
Blender point of view.
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Fix T45381: Crash Blender 2.75 in Win7 x64 AMD card
The issue is basically caused by graphics card driver which crashes when
querying OpenCL platforms. This isn't something we can really solve from
the CLEW side, because opencl.dll does exist in old driver and even has
all the needed symbols, but first ever call to clGetPlatformIDs crashes.
While rest of the blender works fine with those older ATI/AMD cards it's
really needed to solve crashes of OpenCL device enumeration.
Solution here is to force disable OpenCL platforms if we've detected that
display card is using old ATI/AMD driver. It's not really proper solution
so it's done in the python side where it's easy to do tweaks. Reasoning
behind this change is:
- If one uses really old driver it's likely because it's the latest one
he/she can ever to install (because of discontinued support from AMD).
- If old card is used it's likely to not have dedicated GPUs for rendering.
- Even if there's a dedicated GPU device enumeration is likely to crash
because of attempt to query OpenCL from the old card.
There are still some tweaks needed likely, but this commit should make
some of the configurations to work.
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Combine all the highpoly pixel arrays into a single array with a lookup
object_id for each of the highpoly objects.
Note: This changes the Bake API, external engines should refer to the
bake_api.c for the latest API.
Many thanks for Sergey Sharybin for the complete review, changes
suggestion and feedback. (you rock!)
Reviewers: sergey
Subscribers: pildanovak, marcclintdion, monio, metalliandy, brecht
Maniphest Tasks: T41092
Differential Revision: https://developer.blender.org/D772
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This flag is global for all the sessions and never changes. so it doesn't
really make sense to pass it around to all sessions and synchronization
routines.
Switched to a static member of BlenderSession now, but it's probably more
logical to introduce some sort of BlenderGlobals. Doesn't currently worth
a hassle for a single boolean flag tho.
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This way we can do some more aggressive policy about releasing temporary
data during synchronization.
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In the worst case it'll do nothing, in the best case it might give some percent
of speedup because of better cache coherency.
Currently it's all handled as an override on blender_python level, don't really
see reason to penetrate the boolean flag further into sync code. This can always
be done later if needed.
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also remove empty class parenthesis
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For CPU it gives available instructions set (SSE, AVX and so).
For GPU CUDA it reports most of the attribute values returned by
cuDeviceGetAttribute(). Ideally we need to only use set of those
which are driver-specific (so we don't clutter system info with
values which we can get from GPU specifications and be sure they
stay the same because driver can't affect on them).
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This was already mixed a bit, but the dot belongs there.
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Expand Cycles to use the new baking API in Blender.
It works on the selected object, and the panel can be accessed in the Render panel (similar to where it is for the Blender Internal).
It bakes for the active texture of each material of the object. The active texture is currently defined as the active Image Texture node present in the material nodetree. If you don't want the baking to override an existent material, make sure the active Image Texture node is not connected to the nodetree. The active texture is also the texture shown in the viewport in the rendered mode.
Remember to save your images after the baking is complete.
Note: Bake currently only works in the CPU
Note: This is not supported by Cycles standalone because a lot of the work is done in Blender as part of the operator only, not the engine (Cycles).
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake
Supported Passes:
-----------------
Data Passes
* Normal
* UV
* Diffuse/Glossy/Transmission/Subsurface/Emit Color
Light Passes
* AO
* Combined
* Shadow
* Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect
* Environment
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
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This actually works somewhat now, although viewport rendering is broken and any
kind of network error or connection failure will kill Blender.
* Experimental WITH_CYCLES_NETWORK cmake option
* Networked Device is shown as an option next to CPU and GPU Compute
* Various updates to work with the latest Cycles code
* Locks and thread safety for RPC calls and tiles
* Refactored pointer mapping code
* Fix error in CPU brand string retrieval code
This includes work by Doug Gale, Martijn Berger and Brecht Van Lommel.
Reviewers: brecht
Differential Revision: http://developer.blender.org/D36
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
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Patch by Sergey, .blend by Thomas and some further tweaks by me.
Still to solve later: allow external engines to specify own preview .blend, for
now the code here is doing too much magic hacking on the preview scene still.
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- cycles ui used 'cscene' for scene.cycles and scene.cycles_curves
- style cleanup
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error in some builds.
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This option enables keeping loaded images in the memory in-between
of rendering.
Implemented by keeping render engine alive for until Render structure
is being freed.
Cycles will free all data when render finishes, optionally keeping
image manager untouched. All shaders, meshes, objects will be
re-allocated next time rendering happens.
Cycles cession and scene will be re-created from scratch if render/
scene parameters were changed.
This will also allow to keep compiled OSL shaders in memory without
need to re-compile them again.
P.S. Performance panel could be cleaned up a bit, not so much happy
with it's vertical alignment currently but not sure how to make
it look better.
P.P.S. Currently the only way to free images from the device is to
disable Persistent Images option and start rendering.
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* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
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The rendering device is now set in User Preferences > System, where you can
choose between OpenCL/CUDA and devices. Per scene you can then still choose
to use CPU or GPU rendering.
Load balancing still needs to be improved, now it just splits the entire
render in two, that will be done in a separate commit.
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