Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2021-10-26Cycles: add additive AO support through Fast GI settingsBrecht Van Lommel
Add a Fast GI Method, either Replace for the existing behavior, or Add to add ambient occlusion like the old world settings. This replaces the old Ambient Occlusion settings in the world properties.
2021-10-26Cycles: restore Denoising Depth pass, when enabling Denoising Data passesBrecht Van Lommel
This is still useful in some cases even if not used by OpenImageDenoise. In the future this may be replaced with a more generic system to control render passes and filtering, but for now this just does what it did before.
2021-10-21Cycles: add shadow path compaction for GPU renderingBrecht Van Lommel
Similar to main path compaction that happens before adding work tiles, this compacts shadow paths before launching kernels that may add shadow paths. Only do it when more than 50% of space is wasted. It's not a clear win in all scenes, some are up to 1.5% slower. Likely caused by different order of scheduling kernels having an unpredictable performance impact. Still feels like compaction is just the right thing to avoid cases where a few shadow paths can hold up a lot of main paths. Differential Revision: https://developer.blender.org/D12944
2021-10-20Cycles: make ambient occlusion pass take into account transparency againBrecht Van Lommel
Taking advantage of the new decoupled main and shadow paths. For CPU we just store two nested structs in the integrator state, one for direct light shadows and one for AO. For the GPU we restrict the number of shade surface states to be executed based on available space in the shadow paths queue. This also helps improve performance in benchmark scenes with an AO pass, since it is no longer needed to use the shader raytracing kernel there, which has worse performance. Differential Revision: https://developer.blender.org/D12900
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
2021-10-19Cycles: decouple shadow paths from main path on GPUBrecht Van Lommel
The motivation for this is twofold. It improves performance (5-10% on most benchmark scenes), and will help to bring back transparency support for the ambient occlusion pass. * Duplicate some members from the main path state in the shadow path state. * Add shadow paths incrementally to the array similar to what we do for the shadow catchers. * For the scheduling, allow running shade surface and shade volume kernels as long as there is enough space in the shadow paths array. If not, execute shadow kernels until it is empty. * Add IntegratorShadowState and ConstIntegratorShadowState typedefs that can be different between CPU and GPU. For GPU both main and shadow paths juse have an integer for SoA access. Bt with CPU it's a different pointer type so we get type safety checks in code shared between CPU and GPU. * For CPU, add a separate IntegratorShadowStateCPU struct embedded in IntegratorShadowState. * Update various functions to take the shadow state, and make SVM take either type of state using templates. Differential Revision: https://developer.blender.org/D12889
2021-10-18Cycles: reduce GPU state memory a littleBrecht Van Lommel
* isect Ng is no longer needed for shadows, for main path needed for SSS only * Reduce rng_offset and queued_kernel to 16 bits Ref D12889
2021-10-18Cleanup: consistently use uint32_t for path flagBrecht Van Lommel
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
2021-10-14Cycles: 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
2021-10-11Cycles: improve SSS Fresnel and retro-reflection in Principled BSDFBrecht Van Lommel
For details see the "Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering" paper. We split the diffuse BSDF into a lambertian and retro-reflection component. The retro-reflection component is always handled as a BSDF, while the lambertian component can be replaced by a BSSRDF. For the BSSRDF case, we compute Fresnel separately at the entry and exit points, which may have different normals. As the scattering radius decreases this converges to the BSDF case. A downside is that this increases noise for subsurface scattering in the Principled BSDF, due to some samples going to the retro-reflection component. However the previous logic (also in 2.93) was simple wrong, using a non-sensical view direction vector at the exit point. We use an importance sampling weight estimate for the retro-reflection to try to better balance samples between the BSDF and BSSRDF. Differential Revision: https://developer.blender.org/D12801
2021-10-11Cycles: restore Christensen-Burley SSSBrecht Van Lommel
There is not enough time before the release to improve Random Walk to handle all cases this was used for, so restore it for now. Since there is no more path splitting in cycles-x, this can increase noise in non-flat areas for the sample number of samples, though fewer rays will be traced also. This is fundamentally a trade-off we made in the new design and why Random Walk is a better fit. However the importance resampling we do now does help to reduce noise. Differential Revision: https://developer.blender.org/D12800
2021-10-07Cleanup: remove unnecessary data from LocalIntersectionBrecht Van Lommel
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
2021-10-06Fix T91922: Cycles artifacts with high volume nested levelSergey Sharybin
Make volume stack allocated conditionally, potentially based on the actual nested level of objects in the scene. Currently the nested level is estimated by number of volume objects. This is a non-expensive check which is probably enough in practice to get almost perfect memory usage and performance. The conditional allocation is a bit tricky. For the CPU we declare and define maximum possible volume stack, because there are only that many integrator states on the CPU. On the GPU we declare outer SoA to have all volume stack elements, but only allocate actually needed ones. The actually used volume stack size is passed as a pre-processor, which seems to be easiest and fastest for the GPU state copy. There seems to be no speed regression in the demo files on RTX6000. Note that scenes with high nested level of volume will now be slower but correct. Differential Revision: https://developer.blender.org/D12759
2021-10-06Cleanup: spelling in commentsCampbell Barton
2021-10-04Fix Cycles render time pass being available in UI, but it was removedBrecht Van Lommel
This previously only work for CPU rendering, and isn't that practical to get working in the new architecture.
2021-09-24Hair Info Length AttributeJeroen Bakker
Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair. Reviewed By: #eevee_viewport, brecht Differential Revision: https://developer.blender.org/D10481
2021-09-22Cleanup: spelling in commentsCampbell Barton
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
2021-08-04Cycles: More flexible GI Approximation AO distance controlSergey Sharybin
The goal: allow to easily use AO approximation in scenes which combines both small and large scale objects. The idea: use per-object AO distance which will allow to override world settings. Instancer object will "propagate" its AO distance to all its instances unless the instance defines own distance (this allows to modify AO distance in the shot files, without requiring to modify props used in the shots. Available from the new Fats GI Approximation panel in object properties. Differential Revision: https://developer.blender.org/D12112
2021-07-28Cycles: remove WITH_CYCLES_DEBUG, add WITH_CYCLES_DEBUG_NANBrecht Van Lommel
WITH_CYCLES_DEBUG was used for rendering BVH debugging passes. But since we mainly use Embree an OptiX now, this information is no longer important. WITH_CYCLES_DEBUG_NAN will enable additional checks for NaNs and invalid values in the kernel, for Cycles developers. Previously these asserts where enabled in all debug builds, but this is too likely to crash Blender in scenes that render fine regardless of the NaNs. So this is behind a CMake option now. Fixes T90240
2021-06-29Fix Cycles hair render error on GPU after recent changesBrecht Van Lommel
Volumes primitive needs to be part of traceable primitives.
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
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-05-20Merge remote-tracking branch 'origin/blender-v2.93-release'Sybren A. Stüvel
2021-05-19Cycles OpenCL: disable AO preview kernelsBrecht Van Lommel
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.
2021-04-19Cycles: include more transparency and emission in fast GI approximationBrecht Van Lommel
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
2021-04-01Cycles: add a spread setting for area lightsMatteo Falduto
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
2021-02-13Cleanup: macro hygiene, use parenthesis around operatorsCampbell Barton
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
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.
2020-12-11Cycles: Add CPU+GPU rendering support with OptiXPatrick Mours
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
2020-12-04Cycles: Add support for shader raytracing in OptiXPatrick Mours
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
2020-10-28Cycles: refactor to make attribute lookup slightly more efficientBrecht Van Lommel
Ref D2057
2020-09-22Cleanup: use float3 instead of float4 for shadow, since w is never usedBrecht Van Lommel
Contributed by pembem22. Differential Revision: https://developer.blender.org/D8947
2020-06-22Cycles: enable Embree by default for CPU renderingBrecht Van Lommel
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
2020-06-22Cycles: internal refactoring to make thick/ribbon curve separate primitivesBrecht Van Lommel
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
2020-06-22Cycles: remove SIMD BVH optimizations, to be replaced by EmbreeBrecht Van Lommel
Ref T73778 Depends on D8011 Maniphest Tasks: T73778 Differential Revision: https://developer.blender.org/D8012
2020-06-22Cycles: remove __UV__ and __INSTANCING__ as kernel optionsBrecht Van Lommel
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
2020-06-22Cycles: always perform backface culling for curve, remove optionBrecht Van Lommel
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
2020-06-22Cycles: remove support for rendering hair as triangle and linesBrecht Van Lommel
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:
2020-06-17Cycles: Add new Sky Texture method including direct sunlightLukas Stockner
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
2020-06-04Cleanup: remove unused flagBrecht Van Lommel
2020-06-02Cycles: Added shadow terminator offset parameter.Stefan Werner
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
2020-05-15Cycles: code refactor to bake using regular render session and tilesBrecht Van Lommel
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
2020-04-07Cleanup: refactor adaptive sampling to more easily change some parametersBrecht Van Lommel
No functional changes yet, this is work towards making CPU and GPU results match more closely.
2020-04-07Fix T74572: adaptive sampling not scaling AOVs correctlyBrecht Van Lommel
2020-03-24Cleanup: remove unused Cycles kernel feature flags, replace by node levelsBrecht Van Lommel