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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.
2021-10-12Cleanup: spelling in commentsCampbell Barton
2021-10-04Fix T90815: wrong Cycles OSL normal map render after recent optimizationBrecht Van Lommel
2021-09-30Nodes: Add Float Curve for GN and Shader nodes.Charlie Jolly
Replacement for float curve in legacy Attribute Curve Map node. Float Curve defaults to [0.0-1.0] range. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D12683
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
2021-09-21Cycles: 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
2021-08-18Cycles: use object coordinates when generated coordinates are missingKévin Dietrich
This modifies the attribute lookup to use object coordinates if no generated coordinates are found on the geometry. This is useful to avoid creating and copying this attribute, thus saving a bit of time and memory. Reviewed By: brecht Differential Revision: https://developer.blender.org/D12238
2021-07-30Cleanup: clarify license and origin of voronoi and dithering codeBrecht Van Lommel
2021-06-04Nodes: Add Multiply Add to Vector Math nodesCharlie Jolly
Cycles, Eevee, OSL, Geo, Attribute This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation. Reviewed By: HooglyBoogly, brecht Differential Revision: https://developer.blender.org/D10808
2021-05-27Merge branch 'blender-v2.93-release'Clément Foucault
2021-05-26Revert "Cycles: optimize ensure_valid_reflection(), reduces render time by ↵Brecht Van Lommel
about 1%" Both before and after can have artifacts with some normal maps, but this seems to give worse artifacts on average which are not worth the minor performance increase. This reverts commit 21bc1a99baa765d81c3203fd2e451681b8a7fd55. Ref T88368, D10084
2021-05-21Cleanup: spellingLeon Zandman
Includes fixes to misspelled function names. Ref D11280
2021-03-23Nodes: Add Refract and Faceforward functions to Vector Maths nodesCharlie Jolly
Cycles, Eevee, OSL, Geo, Attribute Based on outdated refract patch D6619 by @cubic_sloth `refract` and `faceforward` are standard functions in GLSL, OSL and Godot shader languages. Adding these functions provides Blender shader artists access to these standard functions. Reviewed By: brecht Differential Revision: https://developer.blender.org/D10622
2021-03-15Fix T86121: Cycles Attribute returning wrong results with OSLBrecht Van Lommel
Fix uninitialized variable in the OSL shader.
2021-03-15Cycles: optimize ensure_valid_reflection(), reduces render time by about 1%Mikhail
This is an implementation that is about 1.5-2.1 times faster. It gives a result that is on average 6° different from the old implementation. The difference is because normals (Ng, N, N') are not selected to be coplanar, but instead reflection R is lifted the least amount and the N' is computed as a bisector. Differential Revision: https://developer.blender.org/D10084
2021-02-22Fix Principled BSDF specular color for black base colorPascal Schön
Specular color is set to black instead of white inside the Principled BSDF when the base color is set to fully black. This is contradictory to the sample code of the Disney BRDF in BRDF Explorer. This patch aligns both implementations. Differential Revision: https://developer.blender.org/D10448
2021-02-14Cleanup: spellingCampbell Barton
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2020-11-11Cleanup: clang-formatCampbell Barton
2020-11-10Cycles: fix compilation of OSL shaders following API changeKévin Dietrich
The names of the parameters are based on those of those of the sockets, so they also need to be updated. This was forgotten about in the previous commit (rBa284e559b90e). Ref T82561.
2020-10-28Cycles: internal support for alpha output for attribute nodeAlexander Gavrilov
Not exposed in Blender yet. Ref D2057
2020-09-05Cleanup: clang-formatCampbell Barton
2020-09-04CMake: refresh building and external library handling of Cycles standaloneBrecht Van Lommel
* Support precompiled libraries on Linux * Add license headers * Refactoring to deduplicate code Includes work by Ray Molenkamp and Grische for precompiled libraries. Ref D8769
2020-09-03Fix T79803: Wrong Distance To Edge 1D VoronoiOmarSquircleArt
The current 1D Voronoi implementation for the Distance to Edge option computes the distance to the cells instead. This patch fixes that and compute the distance to the edge. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D8634
2020-07-20Cycles: adjust Sky texture intensity to follow physical unitsBrecht Van Lommel
The sky will appear brighter than before by default. To compensate for this, lower exposure in the Film panel. The default altitude was also changed from 90 to 15 degrees. Patch contributed by Marco with the help of Ryan Jones. Differential Revision: https://developer.blender.org/D8285
2020-07-13Cycles: Change precomputed Sky Texture mapping to prioritize the horizonLukas Stockner
Differential Revision: https://developer.blender.org/D8091
2020-07-13Cycles: Add control for sun intensity in Sky Texture and change altitude to kmLukas Stockner
Differential Revision: https://developer.blender.org/D8091
2020-07-08Fix T78324: Different Sky Texture results between CPU and GPULukas Stockner
The problem here was numerical precision: The code calculates the angle between sun and view direction, and the usual acos(dot(a, b)) approach for that has poor numerical performance for almost parallel angles. As a result, the generally tiny difference between floating point computation between CPU and GPU was enough to make the sun vanish at different radii, causing different results. The new version fixes the difference by making the computation much more robust on both platforms.
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
2020-04-09Shading: add Roughness input to Noise and Wave texture nodesBartosz Moniewski
Currently in fractal_noise functions, each subsequent octave doubles the frequency and reduces the amplitude by half. This patch introduces Roughness input to Noise and Wave nodes. This multiplier determines how quickly the amplitudes of the subsequent octaves decrease. Value of 0.5 will be the default, generating identical noise we had before. Values above 0.5 will increase influence of each octave resulting in more "rough" noise, most interesting pattern changes happen there. Values below 0.5 will result in more "smooth" noise. Differential Revision: https://developer.blender.org/D7065
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-02Shading: Add invert option to Vector Rotate NodeCharlie Jolly
Checkbox to invert rotation angle, suggested by @simonthommes Differential Revision: https://developer.blender.org/D6932
2020-02-24Fix T74169: Vector Rotate Node - Euler modes not working as intendedCharlie Jolly
Remove additional Euler modes for the time being, not working as intended, will add back if there is a need.
2020-02-19Fix T73938: Cycles Vertex Color wrong if no layer is specifiedPhilipp Oeser
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
2020-02-18Cleanup: compiler warningsBrecht Van Lommel
2020-02-17Fix: T73830 OSL not finding stdosl.h on linuxRay Molenkamp
This extends FindOpenShadingLanguage.cmake to also look for the location of stdosl.h and adds the path to the invocation of oslc to deal with the headers being in different locations a little better. Differential Revision: https://developer.blender.org/D6865 Reviewers: brecht
2020-02-17Cycles: Vector Rotate Node using Axis and Angle methodCharlie Jolly
This node provides the ability to rotate a vector around a `center` point using either `Axis Angle` , `Single Axis` or `Euler` methods. Reviewed By: #cycles, brecht Differential Revision: https://developer.blender.org/D3789
2020-02-17Shading: add direction modes and phase offset to wave texture nodeBartosz Moniewski
* Direction mode X, Y and Z to align with axes rather than diagonal or spherical as previously. X is the new default, existing files will use diagonal or spherical for compatibility. * Phase offset to offset the wave along its direction, for purposes like animation and distortion. https://developer.blender.org/D6382
2020-02-15Cleanup: fix compiler warningBrecht Van Lommel
2020-02-15Shading: Extend Vector Math Node with Sin, Cos, Tan and Wrap functionsCharlie Jolly
This adds some extra functions recently added to the float Maths Node. Not all functions have been ported over in this patch. Also: + Tidy up menu + Change node color to match other vector nodes, this helps distinguish vector and float nodes in the tree + Move shared OSL functions to new header node_math.h Reviewed By: brecht Differential Revision: https://developer.blender.org/D6713
2020-02-12Cleanup: clang-formatCampbell Barton
2020-02-12Cleanup: Fix build warnings from OSL shader compilationRay Molenkamp
There were to copies of stdosl.h one from stock OSL and one in the cycles tree augmented with cycles specific closures. moved the cycles ones to stdcycles.h and copied the stock stdosl.h and accompanying headers from the OSL shader folder. for further details see D6812. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6812
2020-02-04Merge branch 'blender-v2.82-release'Pablo Dobarro
2020-02-04Fix wrong default value for Lacunarity in Musgrave textureBartosz Moniewski
Lacunarity parameter determines scaling of subsequent octaves in fractal noises. For example, Noise node have this scaling hardcoded to 2.0. Each octave have twice bigger scale than previous one, resulting in finer details. By design fractal noises that generate octaves with same seed should not have Lacunarity set to 1.0, since then it just stacks up identical noises. Differential Revision: https://developer.blender.org/D6742
2020-01-29Fix T73469: OSL: Vector Math Node modulo uses wrong functionCharlie Jolly
This also fixes glsl version of fmod when both inputs are negative. Differential Revision: https://developer.blender.org/D6704
2020-01-27Shading: Add color output to White Noise nodeCharlie Jolly
Hash input values to a color. Differential Revision: https://developer.blender.org/D6672
2020-01-18Cycles: Suppress OSL normalize function warnings.OmarSquircleArt
This patch suppress the OSL warnings resulted from ambiguous calls to the normalize function. This is done by casting to the vector type before normalizing. Reviewed By: Brecht Differential Revision: https://developer.blender.org/D6621
2020-01-08Fix T72954: Cycles gradient texture not clamped when using OSLBrecht Van Lommel
2019-12-26Cleanup: clang-formatLukas Stockner
2019-12-26Cycles: Support UDIMs with OSL shadingLukas Stockner