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2021-07-26Fix T89736: Cycles error with persistent data, displacement and motion blurBrecht Van Lommel
2021-05-17Fix T88216: Cycles persistent data fails with animated object transform in ↵Brecht Van Lommel
instance
2021-05-11Fix T88099: error with persistent data and motion blurBrecht Van Lommel
2021-02-17Cycles: add utility functions for zero float2/float3/float4/transformBrecht Van Lommel
Ref D8237, T78710
2021-01-25Cycles: modernize usage of rna iteratorsJacques Lucke
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
2021-01-22Cycles: optimize device updatesKévin Dietrich
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
2020-12-23Fix T84063: crash reading pointer properties in Attribute shader nodeBrecht Van Lommel
Path resolving can find e.g. a datablock rather than a float or integer, treat that as a failure to find a valid property.
2020-11-04Cycles API: encapsulate Node socket membersKévin Dietrich
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
2020-11-03Materials: add custom object properties as uniform attributes.Alexander Gavrilov
This patch allows the user to type a property name into the Attribute node, which will then output the value of the property for each individual object, allowing to e.g. customize shaders by object without duplicating the shader. In order to make supporting this easier for Eevee, it is necessary to explicitly choose whether the attribute is varying or uniform via a dropdown option of the Attribute node. The dropdown also allows choosing whether instancing should be taken into account. The Cycles design treats all attributes as one common namespace, so the Blender interface converts the enum to a name prefix that can't be entered using keyboard. In Eevee, the attributes are provided to the shader via a UBO indexed with resource_id, similar to the existing Object Info data. Unlike it, however, it is necessary to maintain a separate buffer for every requested combination of attributes. This is done using a hash table with the attribute set as the key, as it is expected that technically different but similar materials may use the same set of attributes. In addition, in order to minimize wasted memory, a sparse UBO pool is implemented, so that chunks that don't contain any data don't have to be allocated. The back-end Cycles code is already refactored and committed by Brecht. Differential Revision: https://developer.blender.org/D2057
2020-10-29Merge branch 'blender-v2.91-release'Kévin Dietrich
2020-10-29Fix T82129: Cycles "Persistent Images" incorrectly retains scene dataKévin Dietrich
The issue stems from the fact that scene arrays are not cleared when rendering is done. This was not really an issue before the introduction of the ownership system (rB429afe0c626a) as the id_map would recreate scene data arrays based on their new content. However, now that the id_maps do not have access to the scene data anymore the arrays are never created. Another related issue is that the BlenderSync instance is never freed when the persistent data option is activated. To fix this, we delete nodes created by the id_maps in their destructors, and delete the BlenderSync instance before creating a new one, so the id_maps destructors are actually called. Reviewed By: brecht Maniphest Tasks: T82129 Differential Revision: https://developer.blender.org/D9378
2020-10-27Revert "Cycles API: encapsulate Node socket members"Brecht Van Lommel
This reverts commit 527f8b32b32187f754e5b176db6377736f9cb8ff. It is causing motion blur test failures and crashes in some renders, reverting until this is fixed.
2020-10-27Cycles API: encapsulate Node socket membersKévin Dietrich
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
2020-10-23Fix T81976: Cycles crash after recent geometry sync multithreading changeOlivier Maury
Avoid accessing mesh emitter and hair at the same time. This is not ideal for performance, but once we have a dedicated hair object this will resolve itself. Differential Revision: https://developer.blender.org/D9322
2020-10-21Cycles: multithreaded export of geometryJagannadhan Ravi
This improves performance in scene synchronization when there are many mesh, hair and volume objects. Sync time speedups in benchmarks: barbershop 5.2x bmw 1.3x fishycat 1.5x koro 1.0x sponza 3.0x victor 1.4x wdas_cloud 0.9x Implementation by Nicolas Lelong, and Jagannadhan Ravi (AMD). Differential Revision: https://developer.blender.org/D9258
2020-08-31Cycles: introduce an ownership system to protect nodes from unwanted deletions.Kévin Dietrich
Problem: the Blender synchronization process creates and tags nodes for usage. It does this by directly adding and removing nodes from the scene data. If some node is not tagged as used at the end of a synchronization, it then deletes the node from the scene. This poses a problem when it comes to supporting procedural nodes who can create other nodes not known by the Blender synchonization system, which will remove them. Nodes now have a NodeOwner, which is set after creation. Those owners for now are the Scene for scene level nodes and ShaderGraph for shader nodes. Instead of creating and deleting nodes using `new` and `delete` explicitely, we now use `create_node` and `delete_node` methods found on the owners. `delete_node` will assert that the owner is the right one. Whenever a scene level node is created or deleted, the appropriate node manager is tagged for an update, freeing this responsability from BlenderSync or other software exporters. Concerning BlenderSync, the `id_maps` do not explicitely manipulate scene data anymore, they only keep track of which nodes are used, employing the scene to create and delete them. To achieve this, the ParticleSystem is now a Node, although it does not have any sockets. This is part of T79131. Reviewed By: #cycles, brecht Maniphest Tasks: T79131 Differential Revision: https://developer.blender.org/D8540
2020-08-17Fix T77683: Cycles baking crash with motion blur enabled and no cameraPhilipp Oeser
specified Maniphest Tasks: T77683 Differential Revision: https://developer.blender.org/D8593
2020-07-10Cleanup: minor refactoring in Cycles update detection codeBrecht Van Lommel
2020-06-23Preferences: New experimental settings for particle system and hairJacques Lucke
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
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
2020-05-19Fix T72889: Cycles camera motion blur not usng more than 2 stepsJosh Belanich
Differential Revision: https://developer.blender.org/D7782
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-18Cycles: support for rendering of new Hair object prototypeBrecht Van Lommel
Ref T68981
2020-03-18Cycles: support rendering new Volume object typeBrecht Van Lommel
Voxels are loaded directly from the OpenVDB grid. Rendering still only supports dense grid, so memory usage is not great for sparse volumes, this is to be addressed in the future. Ref T73201
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
2020-02-07Cleanup: split Cycles Hair and Mesh classes, with Geometry base classBrecht Van Lommel
2020-02-07Cleanup: split Cycles export into smaller filesBrecht Van Lommel
2020-02-07Cleanup: export particle hair as a separate Cycles objectBrecht Van Lommel
2019-11-04Fix T71123: OptiX error in Cycles viewport when adding HDRIPatrick Mours
Cycles did not update the "is_enabled" flag on lights when they were synchronized again, which caused all lights disabled by "LightManager::disable_ineffective_light" to be disabled indefinitely. As a result the OptiX kernels were not reloaded with correct features when a change to a light was made. This fixes that by updating the "is_enabled" flag during synchronization. Differential Revision: https://developer.blender.org/D6141
2019-10-15Fix T70838: crash on cycles render after recent fixDalai Felinto
My bad for not figuring out how to run our unittests since I got back to Windows.
2019-10-15Fix T70670: Hidden collections are still rendered by Cycles in the ViewportDalai Felinto
Now local collections are fully working with cycles preview, while the collection visibility bug is fixed. Local collections were not working with cycles viewport even before the recent commit to allow users to show collections that are hidden in the view layer. It just got worse with said commit (0812949bbc3d). Differential Revision: https://developer.blender.org/D6034
2019-09-12Cycles: Fix Show Instanced Local View ObjectsJeroen Bakker
The local view check in the RNA didn't support instanced objects. Every object has a copy of the local_view_bits from the base. This patch changes the check to look at the local stored bits. This patch removes the check if the object is part of the view_layer. In the cases we are using it this check is not relevant. The `mesh_tissue` add-on also uses it, and is not effected by this change. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5773
2019-09-12Cycles: Initial Support For Local ViewJeroen Bakker
This diff will add support for local view to Cycles rendered preview mode. Currently the implementation shows same results as EEVEE does. This entails a difference with Blender 2.79, where lights were automatically added to the local view. {T69780} describes this should be solved before the next release. This patch also solves missing `owner_id` issues when using the RNA CPP Api from Cycles. Cycles didn't provide the `owner_id` making some functionality fail, what then was worked around in Blender. It also fixes an issue in `makesrna` where incorrect CPP code was generated when only `PARM_RNAPTR` was provided. An optional `view_layer` parameter is added to the `Object.local_view_get` method to reduce lookups. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5753
2019-09-04Shading Modes: Material and Render PreviewJeroen Bakker
This change implements the basics as described in {T68312} for the shading modes. * LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup. * Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles. * Renderers will be able to customize the shading settings panel and add additional settings. Reviewed By: brecht, fclem Differential Revision: https://developer.blender.org/D5612
2019-08-22Shading: Add object color to Object Info node.OmarSquircleArt
The object color property is added as an additional output in the Object Info node. Reviewers: brecht Differential Revision: https://developer.blender.org/D5554
2019-08-21Shading: Add White Noise node.OmarSquircleArt
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
2019-07-04Fix T66362, T66004: Cycles holdout should override indirect onlyBrecht Van Lommel
Now it works again like 2.7, rather than objects disappearing from camera rays when both options are on.
2019-06-26Fix T66111: animated lights not updating in CyclesBrecht Van Lommel
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
2019-05-13Cycles/Eevee: unify light strength and colorBrecht Van Lommel
Cycles lights now use strength and color properties of the light outside of the shading nodes, just like Eevee. The shading nodes then act as a multiplier on this, and become optional unless textures, fallof or other effects are desired. Backwards compatibility is not exact, as we can't be sure which renderer the .blend was designed for or even if it was designed for a single one. If the render engine in the active scene is set to Cycles, lights are converted to ensure overall light strength remains the same, and removing unnecessary shader node setups that only included a single emission node. If the engine is set to Eevee, we increase strength to remove the automatic 100x multiplier that was there to match Cycles. Differential Revision: https://developer.blender.org/D4588
2019-04-17ClangFormat: format '#if 0' code in intern/Campbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-03-29Cycles: reduce number of synchronizing object prints.Brecht Van Lommel
Do it only for meshes/curves since those are potentially slow and need user feedback to see things are not stuck. For object instances and lights assume it's fast enough. Printing too much can have a performance impact on slow Windows command prompt or when logging complex scene renders.
2019-03-12Python/ViewLayers: add object.hide_get/set(), and optional view layer ↵Brecht Van Lommel
parameters. These new functions control the per view layer object hiding state, similar to the selection state. All these object state checking functions now also optionally take a view layer to use instead of the active view layer. Fixes T62062.
2019-02-21Merge branch 'blender2.7'Brecht Van Lommel
2019-02-21Cycles OpenCL: Motion Blur Compile DirectivesJeroen Bakker
When using preview rendering through a camera or final rendering the `scene.render.use_motion_blur` was not respected when building the compile directives. This patch will when building the compile directives check if motion blur is enabled at all. This should lead to more efficient kernels when no motion blur is needed. Tags: #cycles Differential Revision: https://developer.blender.org/D4387
2019-01-02Fix T60046: crash with Cycles viewport render and particle info node.Brecht Van Lommel
This code was not correctly ported to 2.8.
2018-12-21Fix inconsistent/broken Cycles object visibility for instances.Brecht Van Lommel
Object visibility is now handled by the depsgraph iterator, but this API was incomplete as it made no distinction for visibility of the object itself, particles and generated instances. The depsgraph iterator API now includes information about which part of the object is visible, and this is used by Cycles to replace the old custom logic. Cycles and EEVEE visibility should now be consistent, which unfortunately does means some subtle compatibility breakage for both. Fixes T58956, T58202, T59284. Differential Revision: https://developer.blender.org/D4109
2018-11-28Use collection and instance terminology in Python APISergey Sharybin
This follows naming convention agreed on in T56648.
2018-11-14Lamps: Remove HEMI light typeClément Foucault
This type is not supported by either Eevee or Cycles. If other types of lamps are needed by external engines, we should support adding custom types.