Age | Commit message (Collapse) | Author |
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If the CUDA Toolkit is installed and the user is on Linux,
adaptive, feature based CUDA runtime compile is now possible to enable via:
* Environment flag CYCLES_CUDA_ADAPTIVE_COMPILE or
* Debug menu (Debug value 256) in the Cycles UI.
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Max samples 2147483647 was causing integer overflow.
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Seems was a mistake in f2c54df, volume attributes are not supposed to
have repeated texture type.
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- Fix wrong current sample reported in the log
- Also includes fix for progressive refine log
- Explicitly print to the stdout that resumable render is enabled
- Print error message and abort when passing wrong values for the
resumable render. Never waste someone's compute power for wrong
render!
Fixes T48185: Cycles resumable num chunks breaks sample counter
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This is to prevent situations such as when the camera gets very close to a mesh
and causes it to be tessellated into an excessive amount of micropolygons. In
REYES this is known as the eye-splits problem.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1922
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This makes it easier to control overall dicing rate without having to tweak
every object. The preview rate makes viewport editing more interactive. The
default preview rate of 8 is roughly 64 times faster for some operations.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1919
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Similar to velocity, it was kind of supported by the mesh manager but
was missing a code in BlenderSession to get actual values.
In Cycles Heat is an attribute which goes from -1 to 1, where -1 is
the coldest ever temperature, 1 is the hottest ever one.
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For some reason other parts of blender importer were assuming velocity
is supported, but actual loader was not aware of that.
Fixes T48064: Adding velocity attribute crashes render
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Reviewed By: brecht, dingto
Differential Revision: https://developer.blender.org/D1917
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SubdMesh to Mesh
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1915
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This is only the UI change, there is no underlying code change in this commit.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1910
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NOTE: this is only the first of many patches towards completing the subdivison
and displacement system in Cycles. These patches will be reviewed and committed
one by one over the coming weeks.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D1909
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samples in viewport
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This reverts commit d91316dc672dc1ee69fbd24d2f00124a24b75c6b.
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The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then.
The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it.
The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
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This feature is also known by the name Samples Offset, which allows
artists to render animation with given amount of samples N, but then
render more samples, starting from N and ending with M (where M > N)
and merge renders together as if they rendered exactly M samples.
Surely such effect could be achieved by changing Seed variable, but
that has possible issues with correlation artifacts and requiring to
manually deal with per render layer samples and such.
While we can't support all possible renderfarm-related features in
Cycles it's nice to support really commonly used stuff.
Here's a command how to run Blender with the new feature enabled:
blender -- --cycles-resumable-num-chunks 24 --cycles-resumable-current-chunk 2
This command will divide samples range in 24 parts and render
range #2 (chunk number is 1-based).
This feature might be changed a bit after we'll do some tests here
in the studio with it.
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This is a mix of regression and old unsupported configuration.
Regression was caused by some checks added on Blender side which was
checking whether python function returned error or not. This made it
impossible to enable Cycles when running from a file path which can't
be encoded with MBCS codepage.
Non-regression issue was that it wasn't possible to use pre-compiled
CUDA kernels when running from a path with non-ascii multi-byte
characters.
This commit fixes regression and CUDA parts, but OSL still can't be
used from a non-ascii location because it uses non-widechar API to
work with file paths by the looks of it. Not sure we can solve this
just from our side by using some codepage trick (UTF-16?) since even
oslc fails to compile shader when there are non-ascii characters in
the path.
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We don't limit manually setting higher values, this was probably overlooked here.
Found by @Blendify in IRC.
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Buffer params needs to know camera's border, otherwise it'll create full buffer.
There might be some issues with stereo camera still, but in worst case it'll
only update camera twice as far as i can tell. Not ideal, but better than no
border render at all.
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This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
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* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223
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Addressing meaningful feedback from coverity.
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We don't have vectors re-allocation happening multiple times from inside
a loop anymore, so we can safely switch to a memory guarded allocator for
vectors and keep track on the memory usage at various stages of rendering.
Additionally, when building from inside Blender repository, Cycles will
use Blender's guarded allocator, so actual memory usage will be displayed
in the Space Info header.
There are couple of tricky aspects of the patch:
- TaskScheduler::exit() now explicitly frees memory used by `threads`.
This is needed because `threads` is a static member which destructor
isn't getting called on Blender's exit which caused memory leak print
to happen.
This shouldn't give any measurable speed issues, reallocation of that
vector is only one of fewzillion other allocations happening during
synchronization.
- Use regular guarded malloc (not aligned one). No idea why it was
made to be aligned in the first place. Perhaps some corner case tests
or so. Vector was never expected to be aligned anyway. Let's see if
we'll have actual bugs with this.
Reviewers: dingto, lukasstockner97, juicyfruit, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1774
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Basically the idea is to make code robust against extending
enum options in the future by falling back to a known safe
default setting when RNA is set to something unknown.
While this approach solves the issues similar to T47377,
but it wouldn't really help when/if any of the RNA values
gets ever deprecated and removed. There'll be no simple
solution to that apart from defining explicit mapping from
RNA value to Cycles one.
Another part which isn't so great actually is that we now
have to have some enum guards and give some explicit values
to the enum items, but we can live with that perhaps.
Reviewers: dingto, juicyfruit, lukasstockner97, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1785
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That means that we now only support OSL 1.7.1 or newer. Please update libs or re-run install-depsh.sh.
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This happens when the properties panel is pinned to the material tab.
Patch by Ralf Hölzemer (aka cheleb), thanks!
Differential Revision: https://developer.blender.org/D1776
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Really annoying bug, the code was not forward compatible at all and
resulted in crash. And it is really good to keep at least one release
forward compatibility so possible regressions could be verified easily.
The idea now is to use new property name for the pixel filter type,
but keep old property around for a couple of releases, so we have at
least some forward compatibility.
Don't like this situation at all, but seems it's least of the evil
we can choose.
Thanks Brecht for the review!
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Reorder buttons a bit so that these strings are not even needed, makes more
sense to have this grouped anyway.
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Now pass_filter is modified to have exactly the flags for the light components
that need to be baked, based on the shader type. This simplifies the logic.
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This change the following values:
- World settings:
- Use MIS: On
- MIS Samples: 1
- MIS Resolution: 1024
Enabling World MIS per default won't make simple backgrounds (flat background color) slower,
see previous commit. This gets disabled internally if World MIS is not actually needed.
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