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2013-09-16Cycles Hair: Two basic bair shaders addedStuart Broadfoot
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift. Llimitations include: -No glint or fresnel adjustments. -The 'offset' is un-used when triangle primitives are used.
2013-08-28Cycles / Sky Texture:Thomas Dinges
* Added a new sky model by Hosek and Wilkie: "An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/ Example render: http://archive.dingto.org/2013/blender/code/new_sky_model.png Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Sky_Texture Details: * User can choose between the older Preetham and the new Hosek / Wilkie model via a dropdown. For older files, backwards compatibility is preserved. When we add a new Sky texture, it defaults to the new model though. * For the new model, you can specify the ground albedo (see documentation for details). * Turbidity now has a UI soft range between 1 and 10, higher values (up to 30) are still possible, but can result in weird colors or black. * Removed the limitation of 1 sky texture per SVM stack. (Patch by Lukas Tönne, thanks!) Thanks to Brecht for code review and some help! This is part of my GSoC 2013 project, SVN merge of r59214, r59220, r59251 and r59601.
2013-08-18Cycles: relicense GNU GPL source code to Apache version 2.0.Brecht Van Lommel
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
2013-08-18Cycles: Subsurface ScatteringBrecht Van Lommel
New features: * Bump mapping now works with SSS * Texture Blur factor for SSS, see the documentation for details: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering Work in progress for feedback: Initial implementation of the "BSSRDF Importance Sampling" paper, which uses a different importance sampling method. It gives better quality results in many ways, with the availability of both Cubic and Gaussian falloff functions, but also tends to be more noisy when using the progressive integrator and does not give great results with some geometry. It works quite well for the non-progressive integrator and is often less noisy there. This code may still change a lot, so unless you're testing it may be best to stick to the Compatible falloff function. Skin test render and file that takes advantage of the gaussian falloff: http://www.pasteall.org/pic/show.php?id=57661 http://www.pasteall.org/pic/show.php?id=57662 http://www.pasteall.org/blend/23501
2013-08-17Cycles / Sky Model:Thomas Dinges
* Replaced the Preetham model with the newer Hosek / Wilkie model: "An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/ * We use the sample code data, which comes with the paper, but removed some unnecessary parts, we only need the xyz version. * New "Albedo" UI paraemeter, to control the ground albedo (between 0 and 1). * Works with SVM only atm (CPU and CUDA). Example render: http://www.pasteall.org/pic/show.php?id=57635 ToDo / Open Questions: * OSL still uses the old model, will be done later. In the meantime it's useful to compare the two models this way. * The new model needs a much weaker Strength value (0.01), otherwise it's white. Can this be fixed? * Code cleanup.
2013-08-01Cycles / HSV Separator and Combine node:Thomas Dinges
* Added nodes to separate and combine hsv colors. Part of my GSoC 2013 project, SVN merge of r57981.
2013-08-01Cycles / Vector Transform node:Thomas Dinges
* Add a note to convert a Vector, Point or Normal between World <=> Camera <=> Object coordinate space. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Vector_Transform Part of my GSoC 2013 project, SVN merge of r57599, r57670, r57918, r57919, r58245 and r58775.
2013-08-01Cycles / Blackbody to RGB node:Thomas Dinges
* Added a node to convert a temperature in Kelvin to an RGB color. This can be used e.g. for lights, to easily find the right color temperature. = Some common temperatures = Candle light: 1500 Kelvin Sunset/Sunrise: 1850 Kelvin Studio lamps: 3200 Kelvin Horizon daylight: 5000 Kelvin Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Blackbody Thanks to Philipp Oeser (lichtwerk), who essentially contributed to this with a patch! :) This is part of my GSoC 2013 project. SVN merge of r57424, r57487, r57507, r57525, r58253 and r58774
2013-08-01Cycles / Vector Transform node:Thomas Dinges
* Code cleanup to avoid duplicated enum code. * Added a third type for conversion next to Point and Vector: Normal. This is basically the same result as with the Vector type, but normalizes the vector at the end. Thanks to Brecht for code review!
2013-07-04Cycles:Thomas Dinges
* Added 2 new nodes to combine and separate HSV colors. Screenshot: http://www.pasteall.org/pic/show.php?id=54828
2013-06-23Cycles / Vector Transform Node:Thomas Dinges
* Implementation of Vector Transform Node into Cycles. * OSL backend is done, SVM needs the matrices still.
2013-06-20Merged revision(s) 57499-57586 from trunk/blender into soc-2013-dingtoThomas Dinges
2013-06-18Cycles: add "Transparent Shadow" option for materials, to disable them per ↵Brecht Van Lommel
material.
2013-06-13Cycles / Blackbody node:Thomas Dinges
* First step towards a Blackbody to RGB converter. You can specify a color in Kelvin inside the node. * Only implemented for OSL atm, SVM will follow.
2013-06-11Cycles / Wavelength to RGB node:Thomas Dinges
* Added a node to convert wavelength (in nanometers, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier. * Code cleanup: ** Moved color functions (xyz and hsv) into dedicated utility files. ** Remove svm_lerp(), use interp() instead. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wavelength Example render: http://www.pasteall.org/pic/show.php?id=53202 This is part of my GSoC 2013. (revisions 57322, 57326, 57335 and 57367 from soc-2013-dingto).
2013-06-11SVN merge r57320-57365 into soc-2013-dingtoThomas Dinges
2013-06-11Cycles: ray visibility panel is now also available for the world, works same asBrecht Van Lommel
meshes and lamps. The light path node already made this possible but it's a bit faster to render this way and convenient.
2013-06-10Custom Group Node type for extending existing nodes from python scripts. ↵Lukas Toenne
This is a sort of workaround for the lack of APIs in our existing node systems (compositor, cycles, BI, textures). These systems don't have any way to deal with scripted node types yet, which could in principle by added with pynodes. The NodeCustomGroup type adds a way of scripting nodes by automating node groups which the hardcoded system can then interpret like regular groups. The new NodeCustomGroup type has the basic node_tree pointer property like the regular group node types and also uses the same socket interface system as regular groups. This means that input/output sockets can be mapped to internal nodes in the same way as regular node groups in renderers and the compositor. On top of that, however, the NodeCustomGroup type can be subclassed in python scripts to flesh out scripted node types with own draw functions, properties, updates and so on. NB: Only cycles currently supports this node type and its derivatives, other systems may follow later.
2013-06-10Cycles / Wavelength to RGB node:Thomas Dinges
* Added a node to convert wavelength (in nanometer, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier. Example render: http://www.pasteall.org/pic/show.php?id=53202 ToDo: * Move some functions into an util file, maybe a common util_color.h or so. * Test GPU, unfortunately sm_21 doesn't work for me yet.
2013-05-23Cycles / Toon BSDF:Thomas Dinges
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. * There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon Example render & blend file: http://www.pasteall.org/pic/show.php?id=51970 http://www.pasteall.org/blend/21579
2013-05-20Cycles / Wireframe node:Thomas Dinges
* Added a wireframe node (Input category) to get access to Mesh wireframe data. The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size. * Only the triangulated mesh is available now, quads is for later. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe Render and Example file: http://www.pasteall.org/pic/show.php?id=51731 http://www.pasteall.org/blend/21510
2013-05-10Cycles: bump node changes to add a Distance input that controls the overall ↵Brecht Van Lommel
displacement distance, and an Invert option to invert the bump effect.
2013-05-10Fix #35282: cycles color ramp set to constant interpolation did not work well.Brecht Van Lommel
2013-04-11Fix for material icon rendering with cyclesSergey Sharybin
Materials icons used to miss transparent background and were using world environment which didn't give so nice results. Reviewed by Brecht, thanks!
2013-04-11Fix #34948, bug in Cycles node groups. The proxy node maps used to identify ↵Lukas Toenne
external connections of node group nodes were having name clashes with input/output sockets of the same name, leading to invalid cyclic connections in the cycles shader graph that were subsequently removed (prints warnings in terminal). Solution is to use two separate maps for inputs and outputs so group node sockets can safely use the same identifier.
2013-04-02Cycles: initial subsurface multiple scattering support. It's not working asBrecht Van Lommel
well as I would like, but it works, just add a subsurface scattering node and you can use it like any other BSDF. It is using fully raytraced sampling compatible with progressive rendering and other more advanced rendering algorithms we might used in the future, and it uses no extra memory so it's suitable for complex scenes. Disadvantage is that it can be quite noisy and slow. Two limitations that will be solved are that it does not work with bump mapping yet, and that the falloff function used is a simple cubic function, it's not using the real BSSRDF falloff function yet. The node has a color input, along with a scattering radius for each RGB color channel along with an overall scale factor for the radii. There is also no GPU support yet, will test if I can get that working later. Node Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF Implementation notes: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-03-23Fix for cycles group node bug, reported on IRC: Group nodes input proxies ↵Lukas Toenne
did not get their correct default value set. Forgot to add this during r55440 ...
2013-03-20Fix for #34708 and #34709, cycles group nodes were not working well with 0 ↵Lukas Toenne
or 2+ group input/output nodes. The issue here was that the proxy nodes created for connecting extern group node sockets to the internal nodes were generated by the input/output nodes themselves. 0 input/output nodes: there would be no proxy that external group node sockets can map to 2+ input/output nodes: additional nodes would overwrite entries from previous nodes, so that only one of the input/output nodes would be used. Solution is to always generate exactly 1 proxy node for every group socket in advance, regardless of whether it is used internally. Internal node sockets can then all map to this proxy node. In the case out output nodes there should only ever be one active node, otherwise the connection to the proxy would be ambiguous. For this purpose the NODE_DO_OUTPUT flag has been exposed to RNA, so that cycles can check it and only use the active output.
2013-03-18Merge of the PyNodes branch (aka "custom nodes") into trunk.Lukas Toenne
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-01-30Cycles material preview: fix for generated/packed/movie filesSergey Sharybin
Issue was caused by cycles trying to find builtin images in a main database and in case of preview render images are not in database, they're just referenced by shader node tree. Now builtin images in cycles have got void* pointer to store data needed to load builtin images. In case ob blender session, this pointer will store pointer from PointerRNA for image datablock and used later to construct Image class based on this pointer. This also saves database lookup for final render which is nice :) Reviewed by Brecht.
2013-01-16Movies support for CyclesSergey Sharybin
This adds support of movie textures for Cycles rendering. Uses the same builtin images routines as packed/generated images, but with some extra non-rna hookups from blender_session side. Basically, it's not so clear how to give access to video frames via C++ RNA -- it'll require exposing ImBuf to API, doing some threading locks and so. Ended up adding two more functions which are actually bad level call, but don't consider it's so much bad -- we have few bad calls already, which are actually related. Changed a bit how builtin images names are passing to image manager. Now it's not just an ID datablock name, but also a frame number concatenated via '@' character, which makes itpossible to easily know frame number to be used for movie images, without adding extra descriptors to image manager. Decoding of builtin name is a bit slower now, but it should be still nothing in comparison with rendering complexity. Also exposed image user's frame_current to python API, which is needed to get absolute frame number of movie from node's image user. P.S. Generated/packed images are also using bad level call but only does it to make things more clear here. Either all images are using C++ RNA here or no images does. That's the most clear for now.
2013-01-12Packed and generated images support for CyclesSergey Sharybin
This commit adds support of packed and generated images for Cycles when using SVM backend. Movies are still not supported. This changes also doesn't touch OSL which is much less trivial to adopt for any images which are not saved to disk. Implementation details: - When adding images to Image Manager is now possible to mark image as builtin. Builtin images will bypass OIIO loader and will use special loading callbacks. - Callbacks are set by Blender Session and they're using C++ RNA interface to obtain needed data (pixels, dimensions, is_float flag). - Image Manager assumes file path is used as reference to a builtin images, but in fact currently image datablock name is used for reference. This makes it easy to find an image in BlendData database. - Added some extra properties to Image RNA: * channels, which denotes actual number of channels in ImBuf. This is needed to treat image's pixels correct (before it wasn't possible because API used internal number of channels for pixels which is in fact doesn't correlate with image depth) * is_float, which is truth if image is stored in float buffer of ImBuf. - Implemented string lookup for C++ RNA collections for cases there's no manual lookup function. OSL is not supported because it used own image loading and filtering routines and there's seems to be no API to feed pre-loaded pixels directly to the library. Think we'll either need to add some API to support such kind of feeding or consider OSL does not have support of packed images at all. Movies are not supported at this moment because of lack of RNA API to load specified frame. It's not difficult to solve, just need to consider what to best here: * Either write some general python interface for ImBuf and use it via C++ API, or * Write a PY API function which will return pixels for given frame, or * Use bad-level BKE_* call Anyway, small steps, further improvements later. Reviewed by Brecht, thanks!
2012-12-28New featureStuart Broadfoot
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only) This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with. The UI appears under the particle tab and there is a new hair info node available. It is only available under the experimental feature set and for cpu rendering.
2012-12-11Cycles: RGB and Vector Curves nodes now supported, with the limitation that theBrecht Van Lommel
range must be left to the default (0..1 and -1..1).
2012-12-04Fix #33405: preview render getting stuck in a particular .blend file, ObjectKeyBrecht Van Lommel
operator< had wrong brackets, changed it now to be more clear. Fix #33404: crash GPU rendering with OSL option still enabled. There was a check to disable OSL in this case, but it shouldn't have modified scene->params because this is used for comparison in scene->modified().
2012-11-21Fix #32796: cycles did not support image auto refresh option.Brecht Van Lommel
2012-11-07support for string parameters in OSL nodesDalai Felinto
for now subtype is not defined, but once we start parsing the metadata we can set texture inputs as FILEPATH also, it takes relative strings and convert to absolute for all strings (which is arguably a good solution, but should work for now)
2012-11-06Cycles: 4 new nodes.Brecht Van Lommel
* Tangent: generate a tangent direction for anisotropic shading. Can be either radial around X/Y/Z axis, or from a UV map. The default tangent for the anisotropic BSDF and geometry node is now always radial Z, for UV tangent use this node now. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent * Normal Map: generate a perturbed normal from an RGB normal map image. This is usually chained with an Image Texture node in the color input, to specify the normal map image. For tangent space normal maps, the UV coordinates for the image must match, and the image texture should be set to Non-Color mode to give correct results. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map * Refraction BSDF: for best results this node should be considered as a building block and not be used on its own, but rather mixed with a glossy node using a fresnel type factor. Otherwise it will give quite dark results at the edges for glossy refraction. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction * Ambient Occlusion: controls the amount of AO a surface receives, rather than having just a global factor in the world. Note that this outputs a shader and not a color, that's for another time. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
2012-11-06Silent strict compiler flag.Sergey Sharybin
Brecht, could you please verify it's indeed nothing should be done for frame node here?
2012-11-03Cycles OSL: shader script nodeBrecht Van Lommel
Documentation here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Cycles These changes require an OSL build from this repository: https://github.com/DingTo/OpenShadingLanguage The lib/ OSL has not been updated yet, so you might want to keep OSL disabled until that is done. Still todo: * Auto update for external .osl files not working currently, press update manually * Node could indicate better when a refresh is needed * Attributes like UV or generated coordinates may be missing when requested from an OSL shader, need a way to request them to be loaded by cycles * Expose string, enum and other non-socket parameters * Scons build support Thanks to Thomas, Lukas and Dalai for the implementation.
2012-10-30Cycles: optimization to not compile shaders and load images that are notBrecht Van Lommel
used by any mesh/lamp/world.
2012-10-25Fix #31894: cycles node muting not working, was not implemented yet.Brecht Van Lommel
2012-10-20Integer socket support in Cycles. Int values are already supported natively ↵Lukas Toenne
in OSL, but were not used as actual ints on the SVM stack. This patch implements all the necessary functionality to support reading input values from RNA properties and convert between SHADER_SOCKET_INT and other types.
2012-10-10Cycles: per-BSDF normal input and new Bump node.Brecht Van Lommel
Each BSDF node now has a Normal input, which can be used to set a custom normal for the BSDF, for example if you want to have only bump on one of the layers in a multilayer material. The Bump node can be used to generate a normal from a scalar value, the same as what happens when you connect a scalar value to the displacement output. Documentation has been updated with the latest changes: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes Patch by Agustin Benavidez, some implementation tweaks by me.
2012-10-10Cycles: Anisotropic BSDF enabled, with tangents now computed from the active ↵Brecht Van Lommel
UV map. It's using the Ward BSDF currently, which has some energy loss so might be a bit dark. More/better BSDF options can be implemented later. Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet to set a custom tangent, that will follow as part of per-bsdf normals patch.
2012-10-05Cycles: add "From Dupli" option for texture coordinate node. This gets theBrecht Van Lommel
Generated and UV coordinates from the duplicator of instance instead of the object itself. This was used in e.g. Big Buck Bunny for texturing instanced feathers with a UV map on the bird. Many files changed, mainly to do some refactoring to get rid of G.rendering global in duplilist code.
2012-09-20Fix #31888: cycles crashes using movie for image texture. This is not supportedBrecht Van Lommel
but should not crash either. This fix is more of a workaround, the crash seems to be in openimageio or one of the libraries it uses.
2012-09-04Cycles: merge of changes from tomato branch.Brecht Van Lommel
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
2012-08-30clamp for Mix nodeDalai Felinto
the implementation was following my early commit for Math node I haven't had a chance to run those through Brecht, but would like to do eventually. (they work fine though)
2012-08-29Cycles bugfix: [32431] Cycles Math Node : Clamp does not workDalai Felinto
the OSL solution is slightly different than the svm, but I think it's fine. thanks Lukas Toenne for helping with a fix on the original patch