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2021-06-28Cycles: reduce shadow terminator artifactsMikhail Matrosov
Offset rays from the flat surface to match where they would be for a smooth surface as specified by the normals. In the shading panel there is now a Shading Offset (existing option) and Geometry Offset (new). The Geometry Offset works as follows: * 0: disabled * 0.001: only terminated triangles (normal points to the light, geometry doesn't) are affected * 0.1 (default): triangles at grazing angles are affected, and the effect fades out * 1: all triangles are affected Limitations: * The artifact is still visible in some cases, it could be that some quads require to be treated specifically as quads. * Inconsistent normals cause artifacts. * If small objects cast shadows to a big low poly surface, the shadows can appear to be in a wrong place - because the surface moved slightly above the geometry. This can be noticed only at grazing angles to light. * Approximated surfaces of two non-intersecting low-poly objects can overlap that causes off-the-wall shadows. Generally, using one or a few levels of subdivision can get rid of artifacts faster than before. Differential Revision: https://developer.blender.org/D11065
2021-04-04Cycles: make AO bounces settings more discoverableBrecht Van Lommel
* Move out of Simplify panel, into Light Paths > Fast Global Illumination * Add separate boolan setting to enable/disable it separate from Simplify * Default AO bounces to 1 * Put ambient occlusion distance in this panel as well
2021-03-16Revert removal of lambda usage for Python RNA callbacksCampbell Barton
This reverts commits - 476be3746e85b4891189c8d480501905b9400c66 - 8d50a3e19e025ef470132e7edadd7b180db833f5 - 08dbc4f996e4e95f3ab64f7bb3e1193700c585f5 (partially).
2021-03-12Fix T86332: setting Cycles dicing camera fails after recent changesBrecht Van Lommel
Somehow "from __future__ import annotations" and "lambda" are not working together well here, work around it by not using a lambda function.
2021-02-23Cycles: Add option to change input passes for viewport denoisingPatrick Mours
There are cases where the default input passes of color+albedo do not yield useful results and while this was possible to change that for final frame rendering (in the layer settings), viewport denoising always used a fixed color+albedo. This adds an option to change the input passes for viewport denoising too, so that one can use it in scenes that otherwise wouldn't work well with it. Reviewed By: brecht Differential Revision: https://developer.blender.org/D10404
2021-02-21PyAPI: use postponed annotations to support Python 3.10Campbell Barton
Support Python 3.10a5 or 3.9x with support explicitly enabled. - Enable Python's postponed annotations for Blender's RNA classes types registered on startup. - Using postponed annotations has implications for how they are defined, since they must evaluate in the modules name-space instead of the classes name-space. See changes to annotations in `release/scripts`. - Use `from __future__ import annotations` at the top of the module to ensure the script will run with Python 3.10. - Old logic is kept since it could be used if PEP-649 is supported. Resolves T83626 Ref D10474
2021-02-12Cycles: Use Blender Settings For AOVJeroen Bakker
This patch will share the AOV settings between Cycles and Eevee. It enable using the AOV name conflict detection of Blender. This means that unlike how Cycles used to work it isn't possible to add an AOV with a similar name. Conflicts with internal render pass names will be indicated with an Warning icon. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D9774
2020-12-11Cycles: Add CPU+GPU rendering support with OptiXPatrick Mours
Adds support for building multiple BVH types in order to support using both CPU and OptiX devices for rendering simultaneously. Primitive packing for Embree and OptiX is now standalone, so it only needs to be run once and can be shared between the two. Additionally, BVH building was made a device call, so that each device backend can decide how to perform the building. The multi-device for instance creates a special multi-BVH that holds references to several sub-BVHs, one for each sub-device. Reviewed By: brecht, kevindietrich Differential Revision: https://developer.blender.org/D9718
2020-12-08Cycles: Remove "OptiX support is experimental" noticePatrick Mours
OptiX support is not in fact experimental anymore, so it is time for that notice to go. All Cycles features that are currently supported on the GPU do work now when OptiX is selected.
2020-12-07Cycles: Use Blender Cryptomatte Settings.Jeroen Bakker
Blender has now the place to store the Cryptomatte settings. This patch migrates Cycles to use the new settings. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D9746
2020-10-15Fix T81520: Crash setting the Cycles device from PythonCampbell Barton
2020-10-15Cleanup: defer importing '_cycles' in properties.pyCampbell Barton
This was imported already in nearly all usage. Also use static-set for string comparison.
2020-10-02Cleanup: pep8 (indentation, spacing, long lines)Campbell Barton
2020-10-02Cleanup: pep8, blank linesCampbell Barton
2020-07-13Fix T78881: Cycles OpenImageDenoise not using albedo and normal correctlyBrecht Van Lommel
Properly normalize buffers now. Also expose option to not use albedo and normal just like OptiX.
2020-07-10Cycles: support OpenImageDenoise in final rendersBrecht Van Lommel
Performance is not great currently due to the API not seeming to support efficient denoising of multiple tiles at the same time. So in many cases only one or a few threads will actually be denoising at the same time. In renders with many samples this is not a big problem, but for faster renders it's a signficant overhead. We should try to optimize this still, possibly by batching denoising of a bigger neighborhood of multiple tiles at once.
2020-07-07Cleanup: don't end description with a '.'Jacques Lucke
2020-07-07Cycles: Add support for native OptiX curve primitivePatrick Mours
This patch adds support for the curve primitive from OptiX to Cycles. It's currently hidden behind a debug option, since there can be some slight rendering differences still (because no backface culling is performed and something seems off with endcaps). The curve primitive was added with the OptiX 7.1 SDK and requires a r450 driver or newer, so this also updates the codebase to be able to build with the new SDK. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8223
2020-07-07Fix T78692: improve UI regarding the effect of the denoiser on denoising passesBrecht Van Lommel
It wasn't obvious that the choice of Cycles denoiser also generates different denoising data passes for compositing.
2020-07-03Cycles: rename viewport denoise Fastest option to Automatic and extend tooltipBrecht Van Lommel
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