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2020-06-24Cleanup: fix typo in denoiser menuBrecht Van Lommel
2020-06-24Cycles: add Intel OpenImageDenoise support for viewport denoisingBrecht Van Lommel
Compared to Optix denoise, this is usually slower since there is no GPU acceleration. Some optimizations may still be possible, in avoid copies to the GPU and/or denoising less often. The main thing is that this adds viewport denoising support for computers without an NVIDIA GPU (as long as the CPU supports SSE 4.1, which is nearly all of them). Ref T76259
2020-06-24Cycles: add denoising settings to the render propertiesBrecht Van Lommel
Enabling render and viewport denoising is now both done from the render properties. View layers still can individually be enabled/disabled for denoising and have their own denoising parameters. Note that the denoising engine also affects how denoising data passes are output even if no denoising happens on the render itself, to make the passes compatible with the engine. This includes internal refactoring for how denoising parameters are passed along, trying to avoid code duplication and unclear naming. Ref T76259
2020-06-22Cycles: enable Embree by default for CPU renderingBrecht Van Lommel
For GPU debugging purposes, it is still possible to render with the same BVH2 on the CPU using the Debug panel in the render properties. Note that building Blender without Embree will now lead to significantly reduced performance in CPU rendering, and a few of the Cycles regression tests will fail due to small pixel differences. Ref T73778 Depends on D8014 Maniphest Tasks: T73778 Differential Revision: https://developer.blender.org/D8015
2020-06-22Cycles: internal refactoring to make thick/ribbon curve separate primitivesBrecht Van Lommel
Also removing the curve system manager which only stored a few curve intersection settings. These are all changes towards making shape and subdivision settings per-object instead of per-scene, but there is more work to do here. Ref T73778 Depends on D8013 Maniphest Tasks: T73778 Differential Revision: https://developer.blender.org/D8014
2020-06-22Cycles: port curve-ray intersection from Embree for use in Cycles GPUBrecht Van Lommel
This keeps render results compatible for combined CPU + GPU rendering. Peformance and quality primitives is quite different than before. There are now two options: * Rounded Ribbon: render hair as flat ribbon with (fake) rounded normals, for fast rendering. Hair curves are subdivided with a fixed number of user specified subdivisions. This gives relatively good results, especially when used with the Principled Hair BSDF and hair viewed from a typical distance. There are artifacts when viewed closed up, though this was also the case with all previous primitives (but different ones). * 3D Curve: render hair as 3D curve, for accurate results when viewing hair close up. This automatically subdivides the curve until it is smooth. This gives higher quality than any of the previous primitives, but does come at a performance cost and is somewhat slower than our previous Thick curves. The main problem here is performance. For CPU and OpenCL rendering performance seems usually quite close or better for similar quality results. However for CUDA and Optix, performance of 3D curve intersection is problematic, with e.g. 1.45x longer render time in Koro (though there is no equivalent quality and rounded ribbons seem fine for that scene). Any help or ideas to optimize this are welcome. Ref T73778 Depends on D8012 Maniphest Tasks: T73778 Differential Revision: https://developer.blender.org/D8013
2020-06-22Cycles: remove SIMD BVH optimizations, to be replaced by EmbreeBrecht Van Lommel
Ref T73778 Depends on D8011 Maniphest Tasks: T73778 Differential Revision: https://developer.blender.org/D8012
2020-06-22Cycles: always perform backface culling for curve, remove optionBrecht Van Lommel
The hair BSDFs are already designed to assume this, and disabling backface culling would break them in some cases. Ref T73778 Depends on D8009 Maniphest Tasks: T73778 Differential Revision: https://developer.blender.org/D8010
2020-06-22Cycles: remove support for rendering hair as triangle and linesBrecht Van Lommel
Triangles were very memory intensive. The only reason they were not removed yet is that they gave more accurate results, but there will be an accurate 3D curve primitive added for this. Line rendering was always poor quality since the ends do not match up. To keep CPU and GPU compatibility we just remove them entirely. They could be brought back if an Embree compatible implementation is added, but it's not clear to me that there is a use case for these that we'd consider important. Ref T73778 Reviewers: #cycles Subscribers:
2020-06-08Cycles: Add support for P2P memory distribution (e.g. via NVLink)Patrick Mours
This change modifies the multi-device implementation to support memory distribution across devices, to reduce the overall memory footprint of large scenes and allow scenes to fit entirely into combined GPU memory that previously had to fall back to host memory. Reviewed By: brecht Differential Revision: https://developer.blender.org/D7426
2020-06-02Cycles: Added shadow terminator offset parameter.Stefan Werner
A new user parameter can be used to shift the shadow terminator towards the light source. With it, one can hide some of the artifacts that appear on coarse meshes with smooth shading. Note that this technique is not engery conserving. This is based on the work by the Appleseed renderer team. Differential Revision: https://developer.blender.org/D7634
2020-03-18Cycles: change volume step size controls, auto adjust based on voxel sizeBrecht Van Lommel
By default it will now set the step size to the voxel size for smoke and volume objects, and 1/10th the bounding box for procedural volume shaders. New settings are: * Scene render/preview step rate: to globally adjust detail and performance * Material step rate: multiplied with auto detected per-object step size * World step size: distance to steo for world shader Differential Revision: https://developer.blender.org/D1777
2020-03-11UI: show more digits for adaptive sampling noise thresholdBrecht Van Lommel
2020-03-07UI: move Cycles adaptive sampling settings to own subpanelBrecht Van Lommel
2020-03-05Adaptive Sampling for Cycles.Stefan Werner
This feature takes some inspiration from "RenderMan: An Advanced Path Tracing Architecture for Movie Rendering" and "A Hierarchical Automatic Stopping Condition for Monte Carlo Global Illumination" The basic principle is as follows: While samples are being added to a pixel, the adaptive sampler writes half of the samples to a separate buffer. This gives it two separate estimates of the same pixel, and by comparing their difference it estimates convergence. Once convergence drops below a given threshold, the pixel is considered done. When a pixel has not converged yet and needs more samples than the minimum, its immediate neighbors are also set to take more samples. This is done in order to more reliably detect sharp features such as caustics. A 3x3 box filter that is run periodically over the tile buffer is used for that purpose. After a tile has finished rendering, the values of all passes are scaled as if they were rendered with the full number of samples. This way, any code operating on these buffers, for example the denoiser, does not need to be changed for per-pixel sample counts. Reviewed By: brecht, #cycles Differential Revision: https://developer.blender.org/D4686
2020-03-02Cycles: add Progressive Multi-Jitter sampling patternStefan Werner
This sampling pattern is particularly suited to adaptive sampling, and will be used for that upcoming feature. Based on "Progressive Multi-Jittered Sample Sequences" by Per Christensen, Andrew Kensler and Charlie Kilpatrick. Ref D4686
2020-02-25Cycles: Add option to change which sample to start viewport denoising atPatrick Mours
This patch adds a new user-configurable option to change at which sample viewport denoising should kick in. Setting it to zero retains previous behavior (start immediately), while other values will defer denoising until the particular sample has been reached. Default is now at one, to avoid the weirdness that is AI denoising at small resolutions. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6906
2020-02-25Cycles: move sss and diffuse transmission into diffuse passBrecht Van Lommel
This simplifies compositors setups and will be consistent with Eevee render passes from D6331. There's a continuum between these passes and it's not clear there is much advantage to having them available separately. Differential Revision: https://developer.blender.org/D6848
2020-02-18Fix Embree failing on objects with a very high number of motion stepsBrecht Van Lommel
Set the limit to 129 to match Embree. This applies to all devices for consistent render results. Ref T73778
2020-02-11Cycles: Add support for denoising in the viewportPatrick Mours
The OptiX denoiser can be a great help when rendering in the viewport, since it is really fast and needs few samples to produce convincing results. This patch therefore adds support for using any Cycles denoiser in the viewport also (but only the OptiX one is selectable because the NLM one is too slow to be usable currently). It also adds support for denoising on a different device than rendering (so one can e.g. render with the CPU but denoise with OptiX). Reviewed By: #cycles, brecht Differential Revision: https://developer.blender.org/D6554
2020-01-08Cycles: Add OptiX AI denoiser supportPatrick Mours
This patch adds support for the OptiX denoiser as an alternative to the existing NLM denoiser in Cycles. It's re-using the same denoising architecture based on tiles and therefore implicitly also works with multiple GPUs. Reviewed By: sergey Differential Revision: https://developer.blender.org/D6395
2019-12-10Cycles: support for custom shader AOVsLukas Stockner
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
2019-10-31Fix T71172: Cycles preferences.get_devices() not refreshing Optix devicesBrecht Van Lommel
2019-09-20UI: Fix CapitalizationYevgeny Makarov
Differential Revision: https://developer.blender.org/D5716
2019-09-13Cycles: add Optix device backendPatrick Mours
This uses hardware-accelerated raytracing on NVIDIA RTX graphics cards. It is still currently experimental. Most features are supported, but a few are still missing like baking, branched path tracing and using CPU memory. https://wiki.blender.org/wiki/Reference/Release_Notes/2.81/Cycles#NVIDIA_RTX For building with Optix support, the Optix SDK must be installed. See here for build instructions: https://wiki.blender.org/wiki/Building_Blender/CUDA Differential Revision: https://developer.blender.org/D5363
2019-09-11Cycles: Display RenderPass in ViewportJeroen Bakker
This change allows the user to select a renderpass in the 3d viewport. Added support for external renderers to extend the `View3DShading` struct. This way Blender doesn't need to know the features an external render engine wants to support. Note that the View3DShading is also available in the scene->display.shading; although this is supported, it does not make sense for render engines to put something here as it is really scene/workbench related. Currently cycles assumes that it always needs to calculate the combined pass; it ignores the `pass_flag` in KernelFilm. We could optimize this but that was not in scope of this change Reviewed By: brecht Differential Revision: https://developer.blender.org/D5689
2019-07-15cleanup: typo in cycles 'min_transparent_bounces' tooltipPhilipp Oeser
Reviewers: brecht Differential Revision: https://developer.blender.org/D5249
2019-06-28Cycles: add back control to render first N bounces with path terminationBrecht Van Lommel
It's found in the Sampling > Advanced panel and 0 by default. This helps to reduce noise in some scenes, while making others slower.
2019-05-17Cycles/Eevee: unify depth of field settings for camerasJeroen Bakker
There is now a checkbox to enable/disable depth of field per camera. For Eevee this replace the scene level setting. For Cycles there is now only an F-Stop value, no longer a Radius. Existing files are converted based on Cycles or Eevee being set in the scene. Differential Revision: https://developer.blender.org/D4882
2019-05-16Cycles/Eeeve: unify film transparent settingJeroen Bakker
For existing files, it will use the setting from Cycles or Eevee depending on the render engine in the scene. Differential Revision: https://developer.blender.org/D4874
2019-05-15Lights: change sun light size to be specified as angleTim Stullich
This is the angular diameter as seen from earth, which is between 0.526° and 0.545° in reality. Sharing the size with other light types did not make much sense and meant the unit was unclear. Differential Revision: https://developer.blender.org/D4819
2019-04-25Cycles: tweak preferences text when no compatible GPUs are foundBrecht Van Lommel
Try to make it more clear that this only affects Cycles, many users seem to miss the panel title.
2019-04-24Cycles: remove hair minimum width support.Brecht Van Lommel
This never really worked as it was supposed to. The main goal of this is to turn noise from sampling tiny hairs into multiple layers of transparency that do not need to be sampled stochastically. However the implementation of this worked by randomly discarding hair intersections in BVH traversal, which defeats the purpose. If it ever comes back, it's best implemented outside the kernel as a preprocess that changes hair radius before BVH building. This would also make it work with Embree, where it's not supported now. But it's not so clear anymore that with many AA samples and GPU rendering this feature is as helpful as it once was for CPU raytracers with few AA samples. The benefit of removing this feature is improved hair ray tracing performance, tested on NVIDIA Titan Xp: bmw27: +0.37% classroom: +0.26% fishy_cat: -7.36% koro: -12.98% pabellon: -0.12% Differential Revision: https://developer.blender.org/D4532
2019-03-15Merge branch 'blender2.7'Brecht Van Lommel
2019-03-15Fix cycles preferences.get_devices() not returning all devices as before.Brecht Van Lommel
It only returned those for the active device type. For backwards compatibility return them all again, but still avoid enumerating them from our own code on startup or opening preferences.
2019-03-14Merge branch 'blender2.7'Brecht Van Lommel
2019-03-14Fix T57138: Cycles CMJ failing with viewport samples set to 0.Brecht Van Lommel
Can't use INT_MAX, CMJ runs into precision/overflow issues before that.
2019-03-09Merge branch 'blender2.7'Julian Eisel
Conflicts: intern/cycles/blender/addon/properties.py intern/cycles/device/opencl/opencl_split.cpp
2019-03-08Cycles OpenCL: Remove single programJeroen Bakker
Part of the cleanup of the OpenCL codebase. Single program is not effective when using OpenCL, it is slower to compile and slower during rendering (when used in for example `barbershop` or `victor`). Reviewers: brecht, #cycles Maniphest Tasks: T62267 Differential Revision: https://developer.blender.org/D4481
2019-02-20Units: Use pixels for denoising radius property, and set Cycles motion blur ↵William Reynish
duration to factor. Also fix own mistake of using of spaces instead of tabs in RNA.
2019-02-19Merge branch 'blender2.7'Jeroen Bakker
2019-02-19Revert "Cycles: Change OpenCL split kernel to use single program by default"Jeroen Bakker
This reverts commit c6bf5d47240cebef356276e369881e855dbe7e6d. Related to D2264: When multi process opencl kernel compilation is in place single-program compiles slower then multi-program. c6bf5d47240cebef356276e369881e855dbe7e6d was created as single-program compiled faster, but this is not the case anymore. So let's revert this change. Production scenes like victor and barbershop even render quicker. Change in Cycles OpenCL compilation times > job | scene_name | compilation_time | render_time > Baseline | empty | 22.73 | 20.63 > T61514 | empty | 10.63 | 21.06 > Baseline | bmw | 56.44 | 191.00 > T61514 | bmw | 17.91 | 198.44 > Baseline | fishycat | 59.50 | 393.48 > T61514 | fishycat | 19.57 | 394.20 > Baseline | barbershop | 212.28 | 1623.53 > T61514 | barbershop | 54.10 | 1188.16 > Baseline | victor | 67.51 | 1459.80 > T61514 | victor | 22.06 | 1381.58 > Baseline | classroom | 51.46 | 341.23 > T61514 | classroom | 17.55 | 341.08 > Baseline | koro | 62.48 | 475.96 > T61514 | koro | 18.92 | 472.43 > Baseline | pavillion | 54.37 | 903.48 > T61514 | pavillion | 17.43 | 905.77 > Baseline | splash279 | 47.43 | 52.92 > T61514 | splash279 | 16.48 | 55.26 > Baseline | volume_emission | 145.22 | 62.38 > T61514 | volume_emission | 36.22 | 62.59 Reviewers: #cycles, brecht, sergey Reviewed By: #cycles, brecht Differential Revision: https://developer.blender.org/D4349
2019-02-11Cycles: add animation denoising Python operator.Lukas Stockner
This adds a cycles.denoise_animation operator, which denoises an animation sequence or individual file. Renders must be saved as multilayer EXR files with denoising data passes. By default file path and frame range come from the current scene, and EXR files are denoised in-place. Alternatively, a different input and/or output file path can be provided. Denoising settings come from the current view layer. Renders can be denoised again with different settings, as the original noisy image is preserved along with other passes and metadata. There is no user interface yet for this feature, that comes later. Code by Lukas with modifications by Brecht. This feature was originally developed for Tangent Animation, thanks for the support! Differential Revision: https://developer.blender.org/D3889
2019-02-11Merge branch 'blender2.7'Brecht Van Lommel
2019-02-11Cycles: add animation denoising Python operator.Lukas Stockner
This adds a cycles.denoise_animation operator, which denoises an animation sequence or individual file. Renders must be saved as multilayer EXR files with denoising data passes. By default file path and frame range come from the current scene, and EXR files are denoised in-place. Alternatively, a different input and/or output file path can be provided. Denoising settings come from the current view layer. Renders can be denoised again with different settings, as the original noisy image is preserved along with other passes and metadata. There is no user interface yet for this feature, that comes later. Code by Lukas with modifications by Brecht. This feature was originally developed for Tangent Animation, thanks for the support!
2019-01-30Merge branch 'blender2.7'Brecht Van Lommel
2019-01-29Cycles: delay CUDA and OpenCL initialization to avoid driver crashes.Brecht Van Lommel
We've had many reported crashes on Windows where we suspect there is a corrupted OpenCL driver. The purpose here is to keep Blender generally usable in such cases. Now it always shows None / CUDA / OpenCL in the preferences, and only when selecting one will it reveal if there are any GPUs available. This should avoid crashes when opening the preferences or on startup. Differential Revision: https://developer.blender.org/D4265
2019-01-26Cycles: add missing units for properties.Robert Guetzkow
Differential Revision: https://developer.blender.org/D4258
2019-01-24Merge branch 'blender2.7'Brecht Van Lommel
2019-01-24Cycles: change default displacement method to bump mapping again.Brecht Van Lommel
Even though it makes sense logically to have displacement actually displace the mesh, this is causing a lot of confusion for existing users that are used to the previous behavior. Further, since Eevee does not support displacement yet and the discrepancy between the viewport and final render is problematic.