Age | Commit message (Collapse) | Author |
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Volumes primitive needs to be part of traceable primitives.
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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
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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
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These seem to be causing some stability issues, and really are just not that
useful in practice. Compiling them is slow already, so it does not improve
the user experience much to show an AO preview if it's not nearly instant.
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For indirect light rays, don't assume any hit is opaque, rather if it has
transparency or emission do the shading but don't do any further bounces.
Naturally this is slower when there are transparent surfaces, however
without this cutout opacity doesn't give sensible results.
Differential Revision: https://developer.blender.org/D10985
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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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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.
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Adds support for building multiple BVH types in order to support using both CPU and OptiX
devices for rendering simultaneously. Primitive packing for Embree and OptiX is now
standalone, so it only needs to be run once and can be shared between the two. Additionally,
BVH building was made a device call, so that each device backend can decide how to
perform the building. The multi-device for instance creates a special multi-BVH that holds
references to several sub-BVHs, one for each sub-device.
Reviewed By: brecht, kevindietrich
Differential Revision: https://developer.blender.org/D9718
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Support for the AO and bevel shader nodes requires calling "optixTrace" from within the shading
VM, which is only allowed from inlined functions to the raygen program or callables. This patch
therefore converts the shading VM to use direct callables to make it work. To prevent performance
regressions a separate kernel module is compiled and used for this purpose.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9733
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Ref D2057
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Contributed by pembem22.
Differential Revision: https://developer.blender.org/D8947
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For GPU debugging purposes, it is still possible to render with the same BVH2
on the CPU using the Debug panel in the render properties.
Note that building Blender without Embree will now lead to significantly reduced
performance in CPU rendering, and a few of the Cycles regression tests will fail
due to small pixel differences.
Ref T73778
Depends on D8014
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8015
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Also removing the curve system manager which only stored a few curve intersection
settings. These are all changes towards making shape and subdivision settings
per-object instead of per-scene, but there is more work to do here.
Ref T73778
Depends on D8013
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8014
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Ref T73778
Depends on D8011
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8012
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The kernel did not work correctly when these were disabled anyway. The
optimized BVH traversal for the no instances case was also only used on
the CPU, so no longer makes sense to keep.
Ref T73778
Depends on D8010
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8011
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The hair BSDFs are already designed to assume this, and disabling backface
culling would break them in some cases.
Ref T73778
Depends on D8009
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8010
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Triangles were very memory intensive. The only reason they were not removed yet
is that they gave more accurate results, but there will be an accurate 3D curve
primitive added for this.
Line rendering was always poor quality since the ends do not match up. To keep CPU
and GPU compatibility we just remove them entirely. They could be brought back if
an Embree compatible implementation is added, but it's not clear to me that there
is a use case for these that we'd consider important.
Ref T73778
Reviewers: #cycles
Subscribers:
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This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
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A new user parameter can be used to shift the shadow terminator
towards the light source. With it, one can hide some of the
artifacts that appear on coarse meshes with smooth shading.
Note that this technique is not engery conserving.
This is based on the work by the Appleseed renderer team.
Differential Revision: https://developer.blender.org/D7634
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There should be no user visible change from this, except that tile size
now affects performance. The goal here is to simplify bake denoising in
D3099, letting it reuse more denoising tiles and pass code.
A lot of code is now shared with regular rendering, with the two main
differences being that we read some render result passes from the bake API
when starting to render a tile, and call the bake kernel instead of the
path trace kernel.
With this kind of design where Cycles asks for tiles from the bake API,
it should eventually be easier to reduce memory usage, show tiles as
they are baked, or bake multiple passes at once, though there's still
quite some work needed for that.
Reviewers: #cycles
Subscribers: monio, wmatyjewicz, lukasstockner97, michaelknubben
Differential Revision: https://developer.blender.org/D3108
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No functional changes yet, this is work towards making CPU and GPU results
match more closely.
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By default it will now set the step size to the voxel size for smoke and
volume objects, and 1/10th the bounding box for procedural volume shaders.
New settings are:
* Scene render/preview step rate: to globally adjust detail and performance
* Material step rate: multiplied with auto detected per-object step size
* World step size: distance to steo for world shader
Differential Revision: https://developer.blender.org/D1777
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This feature takes some inspiration from
"RenderMan: An Advanced Path Tracing Architecture for Movie Rendering" and
"A Hierarchical Automatic Stopping Condition for Monte Carlo Global Illumination"
The basic principle is as follows:
While samples are being added to a pixel, the adaptive sampler writes half
of the samples to a separate buffer. This gives it two separate estimates
of the same pixel, and by comparing their difference it estimates convergence.
Once convergence drops below a given threshold, the pixel is considered done.
When a pixel has not converged yet and needs more samples than the minimum,
its immediate neighbors are also set to take more samples. This is done in order
to more reliably detect sharp features such as caustics. A 3x3 box filter that
is run periodically over the tile buffer is used for that purpose.
After a tile has finished rendering, the values of all passes are scaled as if
they were rendered with the full number of samples. This way, any code operating
on these buffers, for example the denoiser, does not need to be changed for
per-pixel sample counts.
Reviewed By: brecht, #cycles
Differential Revision: https://developer.blender.org/D4686
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This sampling pattern is particularly suited to adaptive sampling, and will
be used for that upcoming feature.
Based on "Progressive Multi-Jittered Sample Sequences" by Per Christensen,
Andrew Kensler and Charlie Kilpatrick.
Ref D4686
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Bug introduced on e0085bfd24da.
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This simplifies compositors setups and will be consistent with Eevee render
passes from D6331. There's a continuum between these passes and it's not clear
there is much advantage to having them available separately.
Differential Revision: https://developer.blender.org/D6848
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The node would render black in this case (but should use the
'active_render' layer choosen in the object data properties -- this is
now in line to how this is handled for e.g. UVs)
This introduces ATTR_STD_VERTEX_COLOR and uses this thoughout, if no
particular layer is specified in the node.
Maniphest Tasks: T73938
Differential Revision: https://developer.blender.org/D6887
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denoising albedo pass
To determine the albedo pass, Cycles currently follows the path until a predominantly
diffuse-ish material is hit and then takes the albedo there.
This works fine for normal mirrors, but as it completely ignores the color of the bounces
before that diffuse-ish material, it also means that any textures that are applied to the
specular-ish BSDFs won't affect the albedo pass at all.
Therefore, this patch changes that behaviour so that Cycles also keeps track of the
throughput of all specular-ish closures along the path so far and includes that in
the albedo pass.
This fixes part of the issue described in T73043. However, since it has an effect on the
albedo pass in most scenes, it could cause cause regressions, which is why I'm uploading
it as a patch instead of just committing as a fix.
Differential Revision: https://developer.blender.org/D6640
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Custom render passes are added in the Shader AOVs panel in the view layer
settings, with a name and data type. In shader nodes, an AOV Output node
is then used to output either a value or color to the pass.
Arbitrary names can be used for these passes, as long as they don't conflict
with built-in passes that are enabled. The AOV Output node can be used in both
material and world shader nodes.
Implemented by Lukas, with tweaks by Brecht.
Differential Revision: https://developer.blender.org/D4837
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The Random Per Island attribute is a random float associated with each
connected component (island) of the mesh. It is particularly useful
when artists want to add variations to meshes composed of separate
units. Like tree leaves created using particle systems, wood planks
created using array modifiers, or abstract splines created using AN.
Reviewed By: Sergey Sharybin, Jacques Lucke
Differential Revision: https://developer.blender.org/D6154
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address error
Cycles casts a pointer from ShaderDataTinyStorage to ShaderData, these structs by default had different alignments however (the former was 1-byte aligned, the latter 16-byte). This caused undefined behavior on at least the CUDA platform. Forcing both structs to use the same alignment fixes this.
CUDA toolkits newer than 10.1 run into this because of a compiler optimization.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5883
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This adds all the kernel side changes for the Optix backend.
Ref D5363
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This change allows the user to select a renderpass in the 3d viewport.
Added support for external renderers to extend the `View3DShading` struct.
This way Blender doesn't need to know the features an external render engine wants to support.
Note that the View3DShading is also available in the scene->display.shading; although this is
supported, it does not make sense for render engines to put something here as it is really
scene/workbench related.
Currently cycles assumes that it always needs to calculate the combined pass; it ignores the
`pass_flag` in KernelFilm. We could optimize this but that was not in scope of this change
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5689
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CUDA is working correct without it now, and it's more efficient not to do this.
Ref D5363
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Ref D5363
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The object color property is added as an additional output in
the Object Info node.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5554
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It's found in the Sampling > Advanced panel and 0 by default. This helps to
reduce noise in some scenes, while making others slower.
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The refactoring of texture handles did not take into account that render
services are shared between multiple render session. Now the texture
to handle map is also shared between render sessions.
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