Age | Commit message (Collapse) | Author |
|
For CPU it gives available instructions set (SSE, AVX and so).
For GPU CUDA it reports most of the attribute values returned by
cuDeviceGetAttribute(). Ideally we need to only use set of those
which are driver-specific (so we don't clutter system info with
values which we can get from GPU specifications and be sure they
stay the same because driver can't affect on them).
|
|
This commit generalizes logging module a little bit in making it possible to use
Glog logging in standalone Cycles repository.
|
|
This changes were done in original commit of the standalone Cycles repository
and needed here for easier patch synchronization.
|
|
Main purpose of this is to bring new gflags library which is more likely
to have a fix for undefined order of static variables initialization and
also to bring new glog where some compilation error are fixed (which are
only visible with more strict checks with clang and c++11 enabled).
|
|
The reason for this is that we don't sue SSE optimization for 32bit platforms
because of T36316.
Things to look into:
- Nail the root of the issue of that report
- Implement non-SSE traversal code for QBVH
|
|
Seems the parent check didn't go deep enough and only checked single parent.
Now it checks the chain of parents which seems to be correct but requires
much more intense testing.
|
|
|
|
This was already mixed a bit, but the dot belongs there.
|
|
|
|
We might remove this again in the future, but for testing purposes
during the release cycle, this will be useful.
The setting defaults to QBVH, and can be found in the Performance panel.
|
|
This commit enables QBVH optimization structure automatically if rendering
with CPU and SSE2 support is detected.
This brings render time of agent shot back to the speed it used to be before
the watertight intersections commit, single koro and sponza scenes are about
7% faster here.
|
|
|
|
Title says it all, just be more careful in the future.
|
|
The issue was caused by the way how RNA pointer was created for the bMain:
namely Cycles was using RNA_id_pointer_create to create the pointer, which
would then try to refine the poniter based on the ID type.
This is just wrong and worked so far just because of co-incident, with the
file path from the bug report first letters in the ID name happened to be
NT which corresponds to NodeTree, and for sure refining such pointer will
fail.
Simple solution -- use proper way to create RNA pointer for non-ID block.
|
|
This way CUDA errors are visible in the image info line,
which makes things to behave the same across viewport and
final rendering.
That's right, we've got error reported via reports and info
line now. This is based on the feedback from our gooseberry
team.
|
|
This way when something goes wrong in Cycles (for example out of VRAM, timelimit
launching the kernel etc) we'll have a nice report in the Info space header.
Sure it'll be nice to have mention of error in the image editor's information
line, but that's for the future.
This fixes T42747: "CUDA error" appears only momentarily, then disappears
|
|
|
|
|
|
* Alpha Property was removed (Fix T42690)
* Some tweaks to make the panel look better again.
* Use abreviated form "Multiple Importance" everywhere, for consistency.
|
|
the material panel.
Patch by Phillipp Oeser (D62) with some minor modifications, thanks!
|
|
|
|
|
|
|
|
With this setting, we can limit the influence of a lamp to a certain amount of bounces.
0 = Only direct light contribution
1 = 1 light bounce
...
Differential revision: https://developer.blender.org/D860
You can find an example render in the release logs: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
|
|
That code was mainly needed for the transition period, now we've
got all platforms updated to new OSL.
Plus there are some crucial fixes baking in the current upstream
sources which we'll need to have for the next Blender release.
|
|
The issue was caused by GLEW MX enabled in SCons by default so
basically previous commit already fixed the crash. But we need
to be safe here.
For now the fix is simple and not that clean, just check if
there's an OpenGL context available and if not we don't do any
GLSL magic.
This is to be cleaned up after some discussion with the viewport
project guys.
|
|
from 0.01 to 1.0 is fine.
|
|
As it appears we can't really use mitchell filter together with the
current filter importance sampling,
This reverts commit 742911314322e5dae3a07469d0ca53b61427f978.
|
|
It's the same filter which is used by default by Blender Internal renderer
and it gives crispier edges than gaussian filter.
Default filter for Cycles is unchanged because it's unclear if new filter
gives more noise or not. After some further real production tests we can
consider making Mitchell filter default for Cycles as well.
|
|
Still need to keep enum definition in sync with the python code,
but the code itself is a bit more clear to understand now.
|
|
It is per-material setting which could be found under the Volume settings
in the material and world context buttons.
There could still be some code-wise improvements, like using variable-size
macro for interp3d instead of having interp3d_ex to which you can pass the
interpolation method.
|
|
|
|
|
|
Quite annoying, the same thing we do from the blender side, But as a positive
side we can get rid of some utf8/utf16 conversions.
Hopefully it all work fine now, at leats works on mu russki windoze laptop.
|
|
|
|
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
|
|
Currently only summed number of traversal steps and intersections used by the
camera ray intersection pass is implemented, but in the future we will support
more debug passes which would help checking what things makes the scene slow.
Example of such extra passes could be number of bounces, time spent on the
shader tree evaluation and so.
Implementation from the Cycles side is pretty much straightforward, could only
mention here that it's a build-time option disabled by default.
From the blender side it's implemented as a PASS_DEBUG with several subtypes
possible. This way we don't need to create an extra DNA pass type for each of
the debug passes, saving us a bits.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D813
|
|
This means it's no longer needed to enable experimental feature set in order to
have proper camera in volume support. And this also means if there's something
wrong going on, or if there's speed regression for cases when camera is obviously
not in the volume -- this issues are to be reported and handled in the regular
matter.
Happy blending!
|
|
Instead of having a label which basically duplicated the information
about experimental feature set being used (which had a bug because
it claimed experimental GPU kernel is used even if compute device is
CPU btw) now we've got an enum item icon.
So once you switched to experimental feature set you'll see an
exclamation mark icon in the enum, so you know something might be
unstable or slow.
|
|
Basically the title says it all, volume stack initialization now is aware that
camera might be inside of the volume. This gives quite noticeable render time
regressions in cases camera is in the volume (didn't measure them yet) because
this requires quite a few of ray-casting per camera ray in order to check which
objects we're inside. Not quite sure if this might be optimized.
But the good thing is that we can do quite a good job on detecting whether
camera is outside of any of the volumes and in this case there should be no
time penalty at all (apart from some extra checks during the sync state).
For now we're only doing rather simple AABB checks between the viewplane and
volume objects. This could give some false-positives, but this should be good
starting point.
Need to mention panoramic cameras here, for them it's only check for whether
there are volumes in the scene, which would lead to speed regressions even if
the camera is outside of the volumes. Would need to figure out proper check
for such cameras.
There are still quite a few of TODOs in the code, but the patch is good enough
to start playing around with it checking whether there are some obvious mistakes
somewhere.
Currently the feature is only available in the Experimental feature sey, need
to solve some of the TODOs and look into making things faster before considering
the feature is ready for the official feature set. This would still likely
happen in current release cycle.
Reviewers: brecht, juicyfruit, dingto
Differential Revision: https://developer.blender.org/D794
|
|
This commit makes it possible to use Glog library for the debug logging.
For now only possible when using CMake and in order to use the logging
the WITH_CYCLES_LOGGING configuration variable is to be enabled.
When this option is not enabled or when using Scons there's no difference
in Cycles behavior at all, when using logging and no output to the console
impact is gonna to be minimal.
This is done in order to make it possible to have debug logging persistent
in code (without need to add it when troubleshooting some bug and removing
it afterwards).
For now actual logging is not placed yet, only all the functions needed for
the logging are written and so.
|
|
Basically the same as AC2c58e96685e8, but for Mix RGB Shaders, in case we use the Mix type. This way the node can be used as texture switch for example, setting the Factor to 0.0 or 1.0, without wasting extra memory / render time.
|
|
Buttons are too much close to each other on the keyboards!
|
|
|
|
If an older file (< 270) had clamp enabled, with e.g. a value of 2.0, Direct and Indirect clamp are now automatically set to 2.0 as well.
|
|
The experimental kernel is slower and can cause issues on some cards still, so better communicate it well.
|
|
|
|
|
|
|
|
* Fix caustic properties, was not updated.
* Remove wrong items, leftovers from panel splitting.
* Add missing items. Even if the bundled presets do not set those, a user expects that all properties inside the panel are taken into account, when adding a new preset.
|