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Backporting this fixes T90599.
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This is a backported of 97f1e47, which was an optimization but also
fixes this bug.
Ref D11279
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This is giving too bright pixel values, as the sample scaling and random number
sample are wrong. The proper fix for this is complicated. It will be solved in
Cycles X, for now we disable this combination.
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instance
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The AO distance was already there, but I forgot the factor also has an impact
on this.
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The problem was that you could getting write access to a grid from a
`const Volume *` without breaking const correctness. I encountered this
when working on support for volumes in the bounding box node. For
geometry nodes there is an important distinction between getting data
"for read" and "for write", with the former returning a `const` version
of the data.
Also, for volumes it was necessary to cast away const, since all of
the relevant functions in `volume.cc` didn't have const versions. This
patch adds `const` in these places, distinguising between "for read"
and "for write" versions of functions where necessary.
The downside is that loading and unloading in the global volume cache
needs const write-access to some member variables. I see that as an
inherent problem that comes up with caching that never has a beautiful
solution anyway.
Some of the const-ness could probably be propogated futher in EEVEE
code, but I'll leave that out, since there is another level of caching.
Differential Revision: https://developer.blender.org/D10916
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The versioning code was not taking into account the old default for AO
bounces.
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For Cycles, when enabling the Persistent Data option, the full render data
will be preserved from frame-to-frame in animation renders and between
re-renders of the scene. This means that any modifier evaluation, BVH
building, OpenGL vertex buffer uploads, etc, can be done only once for
unchanged objects. This comes at an increased memory cost.
Previously there option was named Persistent Images and had a more limited
impact on render time and memory.
When using multiple view layers, only data from a single view layer is
preserved to keep memory usage somewhat under control. However objects
shared between view layers are preserved, and so this can speedup such
renders as well, even single frame renders.
For Eevee and Workbench this option is not available, however these engines
will now always reuse the depsgraph for animation and multiple view layers.
This can significantly speed up rendering.
These engines do not support sharing the depsgraph between re-renders, due
to technical issues regarding OpenGL contexts. Support for this could be added
if those are solved, see the code comments for details.
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* Add Fast GI / AO bounces to presets
* Add Default preset matching defaults
* Add Fast Approximate GI preset
* Lower Full GI depths to 32
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* Move out of Simplify panel, into Light Paths > Fast Global Illumination
* Add separate boolan setting to enable/disable it separate from Simplify
* Default AO bounces to 1
* Put ambient occlusion distance in this panel as well
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This simulates the effect of a honeycomb or grid placed in front of a softbox.
In practice, it works by attenuating rays coming off-angle as a function of the
provided spread angle parameter.
Setting the parameter to 180 degrees poses no restrictions to the rays, making
the light behave the same way as before this patch.
The total light power is normalized based on the spread angle, so that the
light strength remains the same.
Differential Revision: https://developer.blender.org/D10594
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It is causing issue with AMD OpenCL drivers, due to a potential driver bug.
Ref T84461
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This patch renames two domains:
* `Polygon` -> `Face`
* `Corner` -> `Face Corner`
For the change from `polygon` to `face` I did a "deep rename" where I updated
all (most?) cases where we refere to the attribute domain in code as well.
The change from `corner` to `face corner` is only a ui change. I did not see
a real need to update all code the code for that. It does not seem to improve
the code, more on the contrary.
Ref T86818.
Differential Revision: https://developer.blender.org/D10803
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This patch adds the ability to mute individual wires in the node editor.
This is invoked like the cut links operator but with a new shortcut.
Mute = Ctrl + Alt
Cut = Ctrl
Dragging over wires will toggle the mute state for that wire.
The muted wires are drawn in red with a bar across the center.
Red is used in the nodes context to indicate invalid links, muted links and internal links.
When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected.
Downstream and upstream links connected using reroute nodes are also muted.
Outside scope of patch:
- Add support for pynodes e.g. Animation Nodes
- Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property.
Maniphest Tasks: T52659
Differential Revision: https://developer.blender.org/D2807
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This reverts commits
- 476be3746e85b4891189c8d480501905b9400c66
- 8d50a3e19e025ef470132e7edadd7b180db833f5
- 08dbc4f996e4e95f3ab64f7bb3e1193700c585f5 (partially).
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Somehow "from __future__ import annotations" and "lambda" are not working
together well here, work around it by not using a lambda function.
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There are cases where the default input passes of color+albedo do not yield useful results
and while this was possible to change that for final frame rendering (in the layer settings),
viewport denoising always used a fixed color+albedo. This adds an option to change the
input passes for viewport denoising too, so that one can use it in scenes that otherwise
wouldn't work well with it.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10404
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Support Python 3.10a5 or 3.9x with support explicitly enabled.
- Enable Python's postponed annotations for Blender's RNA classes
types registered on startup.
- Using postponed annotations has implications for how they are defined,
since they must evaluate in the modules name-space instead of the
classes name-space. See changes to annotations in `release/scripts`.
- Use `from __future__ import annotations` at the top of the module
to ensure the script will run with Python 3.10.
- Old logic is kept since it could be used if PEP-649 is supported.
Resolves T83626
Ref D10474
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This also fixes the issue reported in T85651.
Differential Revision: https://developer.blender.org/D10477
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Ref D8237, T78710
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This makes custom mesh attributes available in Cycles. Typically,
these attributes are generated by Geometry Nodes, but they can also
be created with a Python script.
* The `subdivision` code path is not yet supported.
* This does not make vertex weights and some other builtin attributes
available in Cycles, even though they are accesible in Geometry Nodes.
All attributes generated in Geometry Nodes should be accessible though.
* In some cases memory consumption could be removed by not storing all
attributes in floats. E.g. booleans and integer attributes for which
all values are within a certain range, could be stored in less than
4 bytes per element.
Differential Revision: https://developer.blender.org/D10210
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Replace deprecated _PyUnicode_AsString{AndSize} usage.
T83626 still needs to be resolved before 3.10 is usable.
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This patch will share the AOV settings between Cycles and Eevee.
It enable using the AOV name conflict detection of Blender. This
means that unlike how Cycles used to work it isn't possible to add an
AOV with a similar name. Conflicts with internal render pass names will
be indicated with an Warning icon.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D9774
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This reports warnings with `--debug-python` since all panel
sub-classes are expected to be registered.
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Eevee is now used for Freestyle rendering by default, since other engines are
unlikely to have support for this. Workbench and Cycles do their own rendering.
RenderEngine add-ons can do their own Freestyle rendering by setting
bl_use_custom_freestyle = True.
Differential Revision: https://developer.blender.org/D8335
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Differential Revision: https://developer.blender.org/D9968
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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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The implementation is currently optimized to load animation sequences once
and then quickly scrubbing through them. Later on an option should be added
to optimize for memory usage and only load the current frame into memory.
Currently mesh and curve objects are supported, including support for UV and
vertex color attributes. Missing still is support for arbitrary attributes and
motion blur, as well as better handling of changing topology. Shader assignments
are made using FaceSets found in the Alembic archive.
The animation (and constant) data of the objects inside the Alembic archive is
loaded at once at the beginning of the render and kept inside a cache. At each
frame change we simply update the right socket of the corresponding Cycles node
if the data is animated. This allows for fast playback in the viewport
(depending on the scene size and compute power).
Note this is not yet exposed in the Blender UI, it's a feature that is still under
development and not ready for general use.
Ref T79174, D3089
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Procedurals are nodes in the scene that can generate an arbitrary number of
other nodes at render time. This will be used to implement an Alembic procedural
that can load an Alembic file into Cycles nodes. In the future we also expect to
have a USD procedural.
Direct loading of such files at render time is a standard feature in other
production renderers. Reasons to support this are memory usage and performance,
delayed loading of heavy scene data until rendering, Cycles standalone rendering
using standard file formats beyond our XML files, and shared functionality for
Cycles integration in multiple 3D apps.
Ref T79174, D3089
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Ref D3089
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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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Branched path tracing is not supported for OptiX, and it would still use the
number of AA samples from there when branched path was enabled by the user
earlier but auto disabled and hidden in the UI when using OptiX.
Ref D10159
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Partially reverts 2250b5cefee7.
Removing the user count and fake user count icons was controversial (which was
expected) and there are a few further changes needed, that won't make it in
time for the release, see D9946.
While there is a design to bring back the user count and fake user indicators,
a new design idea was proposed that the UI team wants to follow. This came too
late for the 2.92 release, the new design is targeted at the 2.93 release now.
Meanwhile, UI team decision was to simply revert the design changes.
The new design is being worked on in https://developer.blender.org/T84669.
Note that this commit does not revert some internal changes done in
2250b5cefee7. Namely the introduction of `ed_util_ops.c` and data-block
operators in there. These will still be needed in the new design.
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The issue is that the "Noisy Image" pass is added even though it should not.
`use_denoising` has to be enabled on the scene and on the view layer
to actually enable it.
Differential Revision: https://developer.blender.org/D10048
Reviewers: lukasstockner97, brecht
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9929
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In the Bake > Output panel, there is now a choice between Image Textures and
Vertex Colors. The active vertex color layer is used for baking. This works
with both existing per-corner and sculpt per-vertex vertex colors.
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Path resolving can find e.g. a datablock rather than a float or integer,
treat that as a failure to find a valid property.
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