Age | Commit message (Collapse) | Author |
|
|
|
This means the shader can now be used for procedural texturing. New
settings on the node are Samples, Inside, Local Only and Distance.
Original patch by Lukas with further changes by Brecht.
Differential Revision: https://developer.blender.org/D3479
|
|
|
|
|
|
assuming sRGB
I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3478
|
|
sampling map
The automatic mode checks all Enviroment Texture nodes and picks the largest image's resolution.
If there are no Enviroment Textures, it just uses the old default.
Also, the sampling map now isn't limited to square shapes. The automatic detection uses the exact image size,
the manual UI option now halves the value to get the height.
A default aspect ratio of 2:1 makes sense since this is what most HDRIs use.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3477
|
|
|
|
Random numbers for step offset were correlated, now use stratified samples
which reduces noise as well for some types of volumes, mainly procedural
ones where the step size is bigger than the volume features.
|
|
|
|
|
|
|
|
|
|
|
|
This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
|
|
This is in preparation of making Transform affine only, and also gives us
a little extra type safety so we don't accidentally treat it as a regular
4x4 matrix.
|
|
This is in preparation of making Transform affine only.
|
|
Original patch by Stefan with modifications by Brecht.
|
|
Original patch by Stefan with modifications by Brecht.
|
|
Original patch by Stefan with modifications by Brecht.
|
|
This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.
For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
|
|
A volume shader should be able to request attributes, and still be rendered
as homogeneous if no volume attributes are available for the object.
|
|
|
|
We now continue transparent paths after diffuse/glossy/transmission/volume
bounces are exceeded. This avoids unexpected boundaries in volumes with
transparent boundaries. It is also required for MIS to work correctly with
transparent surfaces, as we also continue through these in shadow rays.
The main visible changes is that volumes will now be lit by the background
even at volume bounces 0, same as surfaces.
Fixes T53914 and T54103.
|
|
|
|
These are used for randomization, so it's convenient if the index is already
hashed and consistent with the Object Info node.
|
|
This is like the only way to add variety to hair which is created
using simple children. Used here for the hair.
Maybe not ideal, but the time will show.
|
|
It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.
This gives much more accurate results for thin features and low density.
Some challenges remain however:
* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
darken the skin on the outside. We may be able to reduce this effect,
or users can compensate for it by reducing the scattering radius in
such areas.
* Sharp corners are quite bright. This matches actual volume rendering
and results in some other renderers, but maybe not so much real world
objects.
Differential Revision: https://developer.blender.org/D3054
|
|
This was we can introduce other types of BVH, for example, wider ones, without
causing too much mess around boolean flags.
Thoughs:
- Ideally device info should probably return bitflag of what BVH types it
supports.
It is possible to implement based on simple logic in device/ and mesh.cpp,
rest of the changes will stay the same.
- Not happy with workarounds in util_debug and duplicated enum in kernel.
Maybe enbum should be stores in kernel, but then it's kind of weird to include
kernel types from utils. Soudns some cyclkic dependency.
Reviewers: brecht, maxim_d33
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3011
|
|
This can be enabled in the Film panel, with an option to control the
transmisison roughness below which glass becomes transparent.
Differential Revision: https://developer.blender.org/D2904
|
|
This was disabled previously due to CUDA compiler bugs, see T32900.
Differential Revision: https://developer.blender.org/D2937
|
|
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D2920
|
|
No color pass because it's hard to define what to use as color in a volume.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D2903
|
|
passes
|
|
|
|
Goal is to reduce OpenCL kernel recompilations.
Currently viewport renders are still set to use 64 closures as this seems to
be faster and we don't want to cause a performance regression there. Needs
to be investigated.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2775
|
|
The algorithm averages normals from nearby surfaces. It uses the same
sampling strategy as BSSRDFs, casting rays along the normal and two
orthogonal axes, and combining the samples with MIS.
The main concern here is that we are introducing raytracing inside
shader evaluation, which could be quite bad for GPU performance and
stack memory usage. In practice it doesn't seem so bad though.
Note that using this feature can easily slow down renders 20%, and
that if you care about performance then it's better to use a bevel
modifier. Mainly this is useful for baking, and for cases where the
mesh topology makes it difficult for the bevel modifier to work well.
Differential Revision: https://developer.blender.org/D2803
|
|
|
|
This causes some difference in the classroom scene, where ray visibility
tricks are used and break the MIS balance. Otherwise there doesn't seem
to be much effect, but better to use the right formulas. Problem originally
identified by Lukas.
|
|
With a Titan Xp, reduces path trace local memory from 1092MB to 840MB.
Benchmark performance was within 1% with both RX 480 and Titan Xp.
Original patch was implemented by Sergey.
Differential Revision: https://developer.blender.org/D2249
|
|
|
|
|
|
|
|
We are already using the AO distance, so might as well offer this extra
control over the intensity. Useful when an interior scene is supposed to
be significantly darker than the background shader.
|
|
Convention was only followed loosely,
apply to DNA where changes aren't likely to conflict.
(Skipped ModifierType for eg).
|
|
|
|
A little faster on some benchmark scenes, a little slower on others, seems
about performance neutral on average and saves a little memory.
|
|
This makes sharing some code between mega/split in following commits a bit
easier, and also paves the way for rendering multiple tiles later.
|
|
|
|
This is done by storing only a subset of PathRadiance, and by storing
direct light immediately in the main PathRadiance. Saves about 10% of
CUDA stack memory, and simplifies subsurface indirect ray code.
|
|
Similar to what we did for area lights previously, this should help
preserve stratification when using multiple BSDFs in theory. Improvements
are not easily noticeable in practice though, because the number of BSDFs
is usually low. Still nice to eliminate one sampling dimension.
|