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2022-04-02Cycles: Add support for light groupsLukas Stockner
Light groups are a type of pass that only contains lighting from a subset of light sources. They are created in the View layer, and light sources (lamps, objects with emissive materials and/or the environment) can be assigned to a group. Currently, each light group ends up generating its own version of the Combined pass. In the future, additional types of passes (e.g. shadowcatcher) might be getting their own per-lightgroup versions. The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render engines could make use of it in the future. Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup in the View Layer and the name that's set in an object's settings must match for it to be included. Currently, changing a Lightgroup's name does not update objects - this is planned for the future, along with other features such as denoising for light groups and viewing them in preview renders. Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97). Differential Revision: https://developer.blender.org/D12871
2022-03-23Cleanup: use make_float4(f) zero_float4() to simplify codeEthan-Hall
Differential Revision: https://developer.blender.org/D14426
2022-03-07Shader Nodes: add Alpha output to Object Info nodeEthan-Hall
An alpha component can be specified for an object's color. This adds an alpha socket to the object info shader node allowing for the alpha component of the object's color to be accessed in the shader editor. Differential Revision: https://developer.blender.org/D14141
2022-02-25Merge remote-tracking branch 'origin/blender-v3.1-release'Kévin Dietrich
2022-02-25Fix T95977: Point Info node radius wrong under rotationBrecht Van Lommel
2022-02-15License headers: use SPDX for remaining files in CyclesCampbell Barton
2022-02-11Cycles: use SPDX license headersBrecht Van Lommel
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
2022-01-31Fix Cycles assert in light samplingBrecht Van Lommel
There is no object transform on lights.
2022-01-28Fix Cycles assert in light samplingBrecht Van Lommel
There is no object transform on lights.
2022-01-26Cycles: compute triangle location from barycentric instead of re-intersectingWilliam Leeson
This is a bit more efficient than what we did before. Ref D12954
2022-01-25Cycles: add Point Info nodeBrecht Van Lommel
With (center) position, radius and random value outputs. Eevee does not yet support rendering point clouds, but an untested implementation of this node was added for when it does. Ref T92573
2022-01-24Fix T94651: Cycles error with pointcloud vector attributeBrecht Van Lommel
2022-01-17Cleanup: refactor BVH2 in preparation of self intersection skipBrecht Van Lommel
Move some logic out of triangle intersection functions and into BVH traversal, so we can share logic between primitives. Ref D12954
2022-01-07Fix wrong shadow terminator geometry offset with deformation motion blurOlivier Maury
Differential Revision: https://developer.blender.org/D13759
2021-12-20Fix T94251: Cycles wrong pointcloud normal for instanced objectsBrecht Van Lommel
Refactor code a bit also so we need to do fewer matrix transforms for shader data setup of points and curves.
2021-12-20Fix Cycles OptiX crash with 3D curves after point cloud changesBrecht Van Lommel
Includes refactoring to reduce the number of bits taken by primitive types, so they more easily fit in the OptiX limit.
2021-12-17Fix T94142, T94182: Cycles metal broken after pointcloud changesMichael
Missing ccl_private form an older patch. Differential Revision: https://developer.blender.org/D13612
2021-12-17Cleanup: spelling in commentsCampbell Barton
2021-12-16Cycles: pointcloud renderingBrecht Van Lommel
This add support for rendering of the point cloud object in Blender, as a native geometry type in Cycles that is more memory and time efficient than instancing sphere meshes. This can be useful for rendering sand, water splashes, particles, motion graphics, etc. Points are currently always rendered as spheres, with backface culling. More shapes are likely to be added later, but this is the most important one and can be customized with shaders. For CPU rendering the Embree primitive is used, for GPU there is our own intersection code. Motion blur is suppored. Volumes inside points are not currently supported. Implemented with help from: * Kévin Dietrich: Alembic procedural integration * Patrick Mourse: OptiX integration * Josh Whelchel: update for cycles-x changes Ref T92573 Differential Revision: https://developer.blender.org/D9887
2021-11-29Cycles: MetalRT support (kernel side)Michael Jones
This patch adds MetalRT support to Cycles kernel code. It is mostly additive in nature or confined to Metal-specific code, however there are a few areas where this interacts with other code: - MetalRT closely follows the Optix implementation, and in some cases (notably handling of transforms) it makes sense to extend Optix special-casing to MetalRT. For these generalisations we now have `__KERNEL_GPU_RAYTRACING__` instead of `__KERNEL_OPTIX__`. - MetalRT doesn't support primitive offsetting (as with `primitiveIndexOffset` in Optix), so we define and populate a new kernel texture, `__object_prim_offset`, containing per-object primitive / curve-segment offsets. This is referenced and applied in MetalRT intersection handlers. - Two new BVH layout enum values have been added: `BVH_LAYOUT_METAL` and `BVH_LAYOUT_MULTI_METAL_EMBREE` for XPU mode). Some host-side enum case handling has been updated where it is trivial to do so. Ref T92212 Reviewed By: brecht Maniphest Tasks: T92212 Differential Revision: https://developer.blender.org/D13353
2021-11-22Fix T93283: Cycles render error with CUDA CPU + GPU after recent optimizationBrecht Van Lommel
BVH2 triangle intersection was broken on the GPU since packed floats can't be loaded directly into SSE. The better long term solution for performance would be to build a BVH2 for GPU and Embree for CPU, similar to what we do for OptiX.
2021-11-18Cycles: several small fixes and additions for MSLMichael Jones
This patch contains many small leftover fixes and additions that are required for Metal-enablement: - Address space fixes and a few other small compile fixes - Addition of missing functionality to the Metal adapter headers - Addition of various scattered `__KERNEL_METAL__` blocks (e.g. for atomic support & maths functions) Ref T92212 Differential Revision: https://developer.blender.org/D13263
2021-11-17Cycles: reduce triangle memory usage with packed_float3Brecht Van Lommel
Depends on D13243 Differential Revision: https://developer.blender.org/D13244
2021-10-26Cycles: remove prefix from source code file namesBrecht Van Lommel
Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
2021-10-26Cycles: changes to source code folders structureBrecht Van Lommel
* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
2021-10-19Cycles: bake transparent shadows for hairBrecht Van Lommel
These transparent shadows can be expansive to evaluate. Especially on the GPU they can lead to poor occupancy when only some pixels require many kernel launches to trace and evaluate many layers of transparency. Baked transparency allows tracing a single ray in many cases by accumulating the throughput directly in the intersection program without recording hits or evaluating shaders. Transparency is baked at curve vertices and interpolated, for most shaders this will look practically the same as actual shader evaluation. Fixes T91428, performance regression with spring demo file due to transparent hair, and makes it render significantly faster than Blender 2.93. Differential Revision: https://developer.blender.org/D12880
2021-10-18Cycles: replace integrator state argument macrosBrecht Van Lommel
* Rename struct KernelGlobals to struct KernelGlobalsCPU * Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs that every device can define in its own way. * Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and replace with these new typedefs. * Add explicit state argument to INTEGRATOR_STATE and similar macros In preparation for decoupling main and shadow paths. Differential Revision: https://developer.blender.org/D12888
2021-10-15Cleanup: refactor OptiX shadow intersection for upcoming changesBrecht Van Lommel
2021-10-14Cycles: Kernel address space changes for MSLMichael Jones
This is the first of a sequence of changes to support compiling Cycles kernels as MSL (Metal Shading Language) in preparation for a Metal GPU device implementation. MSL requires that all pointer types be declared with explicit address space attributes (device, thread, etc...). There is already precedent for this with Cycles' address space macros (ccl_global, ccl_private, etc...), therefore the first step of MSL-enablement is to apply these consistently. Line-for-line this represents the largest change required to enable MSL. Applying this change first will simplify future patches as well as offering the emergent benefit of enhanced descriptiveness. The vast majority of deltas in this patch fall into one of two cases: - Ensuring ccl_private is specified for thread-local pointer types - Ensuring ccl_global is specified for device-wide pointer types Additionally, the ccl_addr_space qualifier can be removed. Prior to Cycles X, ccl_addr_space was used as a context-dependent address space qualifier, but now it is either redundant (e.g. in struct typedefs), or can be replaced by ccl_global in the case of pointer types. Associated function variants (e.g. lcg_step_float_addrspace) are also redundant. In cases where address space qualifiers are chained with "const", this patch places the address space qualifier first. The rationale for this is that the choice of address space is likely to have the greater impact on runtime performance and overall architecture. The final part of this patch is the addition of a metal/compat.h header. This is partially complete and will be extended in future patches, paving the way for the full Metal implementation. Ref T92212 Reviewed By: brecht Maniphest Tasks: T92212 Differential Revision: https://developer.blender.org/D12864
2021-10-06Cycles: fully decouple triangle and curve primitive storage from BVH2Brecht Van Lommel
Previously the storage here was optimized to avoid indirections in BVH2 traversal. This helps improve performance a bit, but makes performance and memory usage of Embree and OptiX BVHs a bit worse also. It also adds code complexity in other parts of the code. Now decouple triangle and curve primitive storage from BVH2. * Reduced peak memory usage on all devices * Bit better performance for OptiX and Embree * Bit worse performance for CUDA * Simplified code: ** Intersection.prim/object now matches ShaderData.prim/object ** No more offset manipulation for mesh displacement before a BVH is built ** Remove primitive packing code and flags for Embree and OptiX ** Curve segments are now stored in a KernelCurve struct * Also happens to fix a bug in baking with incorrect prim/object Fixes T91968, T91770, T91902 Differential Revision: https://developer.blender.org/D12766
2021-10-06Cleanup: spelling in commentsCampbell Barton
2021-10-04Fix T91894: Cycles baking normal maps of transformed objects not workingBrecht Van Lommel
2021-09-29Fix non-finite curve normal causing Cycles to crashSergey Sharybin
Similar to the previous change in the area: need to avoid ray point and direction becoming a non-finite value. Use the view direction when the geometrical normal can not be calculated. Collaboration and sanity inspiration with Brecht! Differential Revision: https://developer.blender.org/D12703
2021-09-29Fix Cycles crash in certain hair configurationsSergey Sharybin
The issue was caused by hair shader setup setting normal to a non finite value, which then gets used to create a ray with non-finite direction, making BVH traversal to run out of stack memory. Happens with 150_0040_A.lighting.blend frame 112 of the Sprites project. Differential Revision: https://developer.blender.org/D12692
2021-09-27Fix T91728: Cycles render artifacts with motion blur and object attributesBrecht Van Lommel
2021-09-21Cycles: merge of cycles-x branch, a major update to the rendererBrecht Van Lommel
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-08-24Fix T90854: Cycles, normal map fails with applied transformationsKévin Dietrich
Prior to rBb8ecdbcd964a normals were stored both in DeviceScene.tri_vnormal and the float3 attributes buffer. However, the normals in `DeviceScene.tri_vnormal` might have be transformed to world space if the object's transformation was applied, while the data in the float3 attributes buffer were not. This caused shading issues in cases where the objects did have transformation applied, as the math expects the normals to be in object space. To fix this, convert the normals to object space if necessary before applying the normal map. Reviewed By: brecht Maniphest Tasks: T90854 Differential Revision: https://developer.blender.org/D12294
2021-08-18Cycles: avoid copying vertex normals attribute twice to the devicesKévin Dietrich
Vertex normals are needed for normals maps and therefore are packed and send to the device alongside the other float3 attributes. However, we already pack and send vertex normals through `DeviceScene.tri_vnormal`. This removes the packing of vertex normals from the attributes buffer, and reuses `tri_vnormal` in the kernel for normals lookup for normal maps, which reduces memory usage a bit, and speeds up device updates. This also fixes potential missing normals updates following rB12a06292af86, since the need for vertex normals for normals maps was overlooked. Reviewed By: brecht Differential Revision: https://developer.blender.org/D12237
2021-07-07Cleanup: spelling in commentsCampbell Barton
2021-06-29Cleanup: clang-formatCampbell Barton
2021-06-28Fix T87194: custom attributes not accessible with Cycles VolumeKévin Dietrich
Custom properties defined on objects are not accessible from the attribute node when rendering a volume in Cycles. This is because this case is not handled. To handle it, added a primitive type for volumes in the kernel, which is then used in the initialization of ShaderData and to check whether an attribute lookup is for a volume. `volume_attribute_float4` is also now checking the attribute element type to dispatch to the right lookup function. Reviewed By: #cycles, brecht Maniphest Tasks: T87194 Differential Revision: https://developer.blender.org/D11728
2021-06-28Cycles: reduce shadow terminator artifactsMikhail Matrosov
Offset rays from the flat surface to match where they would be for a smooth surface as specified by the normals. In the shading panel there is now a Shading Offset (existing option) and Geometry Offset (new). The Geometry Offset works as follows: * 0: disabled * 0.001: only terminated triangles (normal points to the light, geometry doesn't) are affected * 0.1 (default): triangles at grazing angles are affected, and the effect fades out * 1: all triangles are affected Limitations: * The artifact is still visible in some cases, it could be that some quads require to be treated specifically as quads. * Inconsistent normals cause artifacts. * If small objects cast shadows to a big low poly surface, the shadows can appear to be in a wrong place - because the surface moved slightly above the geometry. This can be noticed only at grazing angles to light. * Approximated surfaces of two non-intersecting low-poly objects can overlap that causes off-the-wall shadows. Generally, using one or a few levels of subdivision can get rid of artifacts faster than before. Differential Revision: https://developer.blender.org/D11065
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2021-01-20Fix T82966, T78152: Cycles GPU render hair ribbon artifacts and differencesBrecht Van Lommel
Now it should match CPU rendering much more closely.
2020-12-24Cycles: remove surface area computation for meshes with OSLBrecht Van Lommel
This is relatively expensive and as per the OSL spec, this value is not expected to be meaningful for non-light shaders. This makes viewport updates a little faster. As a side effect also fixes T82723, viewport refresh issue with volume density.
2020-11-12Cleanup: remove accidentally committed merge filesBrecht Van Lommel
2020-11-09Merge branch 'blender-v2.91-release'Brecht Van Lommel
2020-11-09Fix T78956: banding artifacts of vertex colors in CyclesBrecht Van Lommel
Byte colors must be encoded in sRGB and converted to linear on lookup, to avoid precision loss.