Age | Commit message (Collapse) | Author |
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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It is supposed to be two spaces before comment stating which if
else/endif statements corresponds to. Was mainly violated in the
header guards.
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This was needed when we accessed OSL closure memory after shader evaluation,
which could get overwritten by another shader evaluation. But all closures
are immediatley converted to ShaderClosure now, so no longer needed.
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The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
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Adds a descriptor for attributes that can easily be passed around and extended
to contain more data. Will be used for attributes on subdivision meshes.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2110
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Reviewed By: dingto, sergey
Differential Revision: https://developer.blender.org/D2127
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This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.
This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.
Reviewed by Sergey and Brecht, thanks for some hlp with this.
I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)
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This was already mixed a bit, but the dot belongs there.
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This works pretty much as you would expect, overlapping volume objects gives
a more dense volume. What did change is that world volume shaders are now
active everywhere, they are no longer excluded inside objects.
This may not be desirable and we need to think of better control over this.
In some cases you clearly want it to happen, for example if you are rendering
a fire in a foggy environment. In other cases like the inside of a house you
may not want any fog, but it doesn't seem possible in general for the renderer
to automatically determine what is inside or outside of the house.
This is implemented using a simple fixed size array of shader/object ID pairs,
limited to max 15 overlapping objects. The closures from all shaders are put
into a single closure array, exactly the same as if an add shader was used to
combine them.
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These were removed in new OSL versions. We only used these as base classes,
not using them at all simplifies the code a bit.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
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should be no functional changes yet. UV, tangent and intercept are now stored
as attributes, with the intention to add more like multiple uv's, vertex
colors, generated coordinates and motion vectors later.
Things got a bit messy due to having both triangle and curve data in the same
mesh data structure, which also gives us two sets of attributes. This will get
cleaned up when we split the mesh class.
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allocations for trace data, avoid some virtual function calls. Only helps
a few percentages.
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Also some simple OSL optimization, passing thread data pointer directly instead
of via thread local storage, and creating ustrings for attribute lookup.
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transmission pass and filter glossy option.
The BSDF closure class is now more similar to the SVM closures, and includes
some flags and labels that are needed to properly categorize the BSDF's for
render passes. Phong closure is gone for the moment, needs to be adapated to
the new structure still.
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shader_setup_* functions, since it should specific to the sample being worked on. The the context release then happens in the kernel_shader functions after shader evaluation is done. Care has to be taken to ensure the shader_release function is also called in cases where the path integration is cancelled early, this was the main cause for unreleased contexts and subsequent new allocations.
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the simple renderer example in OSL does it this way."
This does not actually work: The context must not be shared between threads, but using the same context between different samples actually seems to prevent OSL from switching between shaders. The proper solution would be to ensure memory pooling works correctly.
This reverts commit 69f87e69258d6266dcb20f09f7e3d4021e663432.
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simple renderer example in OSL does it this way.
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* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.
And a bunch of incomplete and still disabled code mostly related to closure
sampling.
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* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
internal renderer, objects with this closure show the background / zero
alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
the pipeline, should be moved to compositor.
* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
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modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:
* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
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