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Ref D8237, T78710
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Using rna iterators in range-based for loops is possible since {rBc4286ddb095d32714c9d5f10751a14f5871b3844}.
This patch only updates the places that are easy to update
without more changes in surrounding code.
Differential Revision: https://developer.blender.org/D10195
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This optimizes device updates (during user edits or frame changes in
the viewport) by avoiding unnecessary computations. To achieve this,
we use a combination of the sockets' update flags as well as some new
flags passed to the various managers when tagging for an update to tell
exactly what the tagging is for (e.g. shader was modified, object was
removed, etc.).
Besides avoiding recomputations, we also avoid resending to the devices
unmodified data arrays, thus reducing bandwidth usage. For OptiX and
Embree, BVH packing was also multithreaded.
The performance improvements may vary depending on the used device (CPU
or GPU), and the content of the scene. Simple scenes (e.g. with no adaptive
subdivision or volumes) rendered using OptiX will benefit from this work
the most.
On average, for a variety of animated scenes, this gives a 3x speedup.
Reviewed By: #cycles, brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D9555
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The old attributes were not cleared when synchronizing the geometries, this could also lead to crashes in other cases.
Ref T82608.
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This was forgotten in the previous fix, we should not modify sockets
updated in a separated thread.
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The issue is that the shaders are stolen from the original Geometry by
the temporary Geometry used to accumulate data, but the main thread
still needs them for syncing the attributes.
So make a copy of the shader array to preserve the data on the original
Geometry.
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This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.
The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.
The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.
Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8544
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Uniform attributes require immediate access to the shader list
in object update code, so setting the field can't be deferred
to a background task. This required adding a parameter to the
clear method of Geometry.
Ref D2057
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This reverts commit 527f8b32b32187f754e5b176db6377736f9cb8ff. It is causing
motion blur test failures and crashes in some renders, reverting until this is
fixed.
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This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.
The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.
The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.
Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various `modified` methods
on Nodes in favor of `Node::is_modified` which checks the sockets'
update flags status.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8544
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For 2.90 release this should not be exposed in the RNA API.
In master this needs to be ON by default, that's all.
Differential Revision: https://developer.blender.org/D8589
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This replaces the cmake options `WITH_NEW_OBJECT_TYPES` and
`WITH_NEW_SIMULATION_TYPE` with two experimental userpref settings:
* `use_new_particle_system`: Enables the point cloud type and the simulation editor.
* `use_new_hair_type`: Only displays the add-operator in the add menu for now.
Note, in the current state you can't do anything productive with the new particle
system or the new hair type. Features will be added step by step in the upcoming
weeks and months.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8096
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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
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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
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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:
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This code was not updated for the CoW depsgraph.
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Ref T68981
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Clearing and computing bounds is already done elsewhere.
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This code was already wrong, we were just lucky that the previous coordinate
was repeated due to using the same memory location.
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Even though the name change is more correct, we don't want to change the API at this time.
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Renamed hair tip and root properties to be called diameter rather than radius. The old name was incorrect.
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The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5550
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Explicitly disable particles in edit for now.
Those were not rendered already, but were attempted to be converted
to Cycles structures (if UVs were not needed for hair nothing was
rendered, but if UVs are needed then crash happened).
Would be nice to bring hair in edit mode back, but this is a bit
more involved change, which will be done later.
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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
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Was introduced by rB03013c23179 and caused by missing
occasions of when hair strands are zero length.
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Previously, hair strands of zero length of too few control
points would have been ignored. This is fine for a render
without motion blur. But once motion blur is enabled it is
becoming more tricky to match topology.
Even more, it was causing access (and possibly writes) past
the array boundaries in case when time step 0 ignored some
strands and steps around it did not.
If this is becoming problematic for BVH to do reliable
intersections this is to be solved on the BVH builder side.
The export from Blender to Cycles shouldn't really make
decisions there.
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The key indices were wrong: need to offset curve key index
by first curve key index. Also corrected calculation of the
interpolation step.
Annoyingly, can not reproduce this on a simple file, need
production rig. For the possible future look the following
file from Spring was used: 03_005_A.lighting.debug.blend
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In some instances, the number of control vertices of a hair could change mid-frame.
Cycles would then be unable to calculate proper motion blur for those hairs. This adds
interpolated CVs to fill in for the missing data. While this will not necessarily result in
a fully accurate reconstruction of the guide hair, it preserves motion blur instead of disabling it.
Reviewers: #cycles, sergey
Reviewed By: #cycles, sergey
Subscribers: sergey, brecht, #cycles
Tags: #cycles
Differential Revision: https://developer.blender.org/D3695
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Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
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See T56648.
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assuming sRGB
I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3478
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The do_version actually copy the existing custom properties to the internal
ones, because theses properties are straight port from cycles.
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For correct results these must have been set already when the depsgraph was
created and evaluated, so all dependencies have appropriate resolutions too.
For particle we no longer backup and restore the viewport particles to avoid
overwriting them during render, as copy-on-write solves this for us. Even
without COW particles seem to work ok.
This also removes the particle simplification options based on camera. This
was never used much and only available in Blender Internal.
Differential Revision: https://developer.blender.org/D3148
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This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
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