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2017-01-20Cycles: Expose diffuse and glossy depth to Light Path nodeSergey Sharybin
Was a bit confusing to have transparent and translucent depth exposed but no diffuse or glossy. Reviewers: brecht Subscribers: eyecandy Differential Revision: https://developer.blender.org/D2399
2017-01-20Cycles: Add smoothing option to the Brick TextureLukas Stockner
This option allows to create a smoother transition between Bricks and Mortar - 0 applies no smoothing, and 1 smooths across the whole mortar width. Mainly useful for displacement textures. The new default value for the smoothing option is 0.1 to give some smoothing that helps with antialiasing, but existing nodes are loaded with smoothing 0 to preserve compatibility. Reviewers: sergey, dingto, juicyfruit, brecht Reviewed By: brecht Subscribers: Blendify, nutel Differential Revision: https://developer.blender.org/D2230
2016-09-14Fix T49327: Cycles OSL Mode: RGB Curves node only outputs gray scale imagesSergey Sharybin
To be backported to 2.78 release.
2016-09-14Cycles: Replace object index hack with actual checks for SD_TRANSFORM_APPLIEDMai Lavelle
Using ones complement for detecting if transform has been applied was confusing and led to several bugs. With this proper checks are made. Also added a few transforms where they were missing, mostly affecting baking and displacement when `P` is used in the shader (previously `P` was in the wrong space for these shaders) Also removed `TIME_INVALID` as this may have resulted in incorrect transforms in some cases. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2192
2016-09-14Cycles: Fix bump mapping to use object space when used with true displacementMai Lavelle
Bump mapping was happening in world space while displacement happens in object space, causing shading errors when displacement type was used with bump mapping. To fix this the proper transforms are added to bump nodes. This is only done for automatic bump mapping however, to avoid visual changes from other uses of bump mapping. It would be nice to do this for all bump mapping to be consistent but that will have to wait till we can break compatibility. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2191
2016-08-30Fix T49187: inconsistent Normal Map node output for backfacing polygons.Alexander Gavrilov
There basically are two issues here: in smooth mode (and all non-tangent normal map types) it doesn't invert the normal for backfacing polys; on the other hand for flat shaded tangent type it is inverted too soon. This fix does a brute force correction by checking the backfacing flag. Reviewers: #cycles, brecht Reviewed By: #cycles, brecht Differential Revision: https://developer.blender.org/D2181
2016-08-12Fix T49071: Cycles OSL build problem with oslc compilers that can't find ↵Brecht Van Lommel
their own stdosl.h.
2016-07-31Cycles: constant folding for RGB/Vector Curves and Color Ramp.Alexander Gavrilov
These are complex nodes, and it's conceivable they may end up constant in some circumstances within node groups, so folding support is useful. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2084
2016-07-29Fix Cycles OSL hair BSDF inconsistencies with SVM.Brecht Van Lommel
2016-07-03Fix T48783: OSL render errors after recent refactoring.Brecht Van Lommel
2016-06-23Cycles: Add multi-scattering, energy-conserving GGX as an option to the ↵Lukas Stockner
Glossy, Anisotropic and Glass BSDFs This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model". Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until the ray leaves it again, which ensures perfect energy conservation. In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing roughness - is solved in a physically correct and efficient way. The downside of this model is that it has no (known) analytic expression for evalation. However, it can be evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the balance heuristic guarantee an unbiased result at the cost of slightly higher noise. Reviewers: dingto, #cycles, brecht Reviewed By: dingto, #cycles, brecht Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel Differential Revision: https://developer.blender.org/D2002
2016-06-12Cycles: make shader node enums consistently lower case, update OSL shaders ↵Brecht Van Lommel
accordingly.
2016-05-29Code refactor: add separate RGB to BW node and rename some sockets.Brecht Van Lommel
2016-05-17Code refactor: use dynamic shader node array lengths now that OSL supports them.Brecht Van Lommel
2016-04-05Revert "Cycles: Remove the Preetham Sky model."Thomas Dinges
This reverts commit d91316dc672dc1ee69fbd24d2f00124a24b75c6b.
2016-04-03Cycles: Remove the Preetham Sky model.Thomas Dinges
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then. The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it. The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
2016-03-07Fix T47681: Bump node doesn't work with SSS shader when using OSLSergey Sharybin
2016-02-17Cleanup: OSL styleCampbell Barton
2016-02-05Cycles / OSL: Updare stdosl.h to 1.7.1.Thomas Dinges
This updates our file to OSL 1.7.1, which comes with some new inbuilt features: - linearstep() - smooth_linearstep() - hash() - getchar()
2016-02-04Fix T47323, no Fac output in Magic texture (OSL).Thomas Dinges
2016-02-04Cycles: Implement approximate reflectance profilesSergey Sharybin
Using this paper: http://graphics.pixar.com/library/ApproxBSSRDF/paper.pdf This model gives less blurry results than the Cubic and Gaussian we had implemented: - Cubic: https://developer.blender.org/F279670 - Burley: https://developer.blender.org/F279671 The model is called "Christensen-Burley" in the interface, which actually should be read as "Physically based" or "Realistic". Reviewers: juicyfruit, dingto, lukasstockner97, brecht Reviewed By: brecht, dingto Subscribers: robocyte Differential Revision: https://developer.blender.org/D1759
2016-01-08CMake: Make OSL's .oso shaders building also dependent on OSL compiler!Bastien Montagne
Otherwise, you can update OSL and not get .oso files regenerated, which is a quite funny way to crash Blender...
2016-01-07Cycles: Refactor how we pass bounce info to light path node.Thomas Dinges
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. :)
2016-01-04Remove SCons building systemSergey Sharybin
While SCons building system was serving us really good for ages it's no longer having much attention by the developers and started to become quite a difficult task to maintain. What's even worse -- there started to be quite serious divergence between SCons and CMake which was only accumulating over the releases now. The fact that none of the active developers are really using SCons and that our main studio is also using CMake spotting bugs in the SCons builds became quite a difficult task and we aren't always spotting them in time. Meanwhile CMake became really mature building system which is available on every platform we support and arguably it's also easier and more robust to use. This commit includes: - Removal of actual SCons building system - Removal of SCons git submodule - Removal of documentation which is stored in the sources and covers SCons - Tweaks to the buildbot master to stop using SCons submodule (this change requires deploying to the server) - Tweaks to the install dependencies script to skip installing or mentioning SCons building system - Tweaks to various helper scripts to avoid mention of SCons folders/files as well Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit Reviewed By: campbellbarton, juicyfruit Differential Revision: https://developer.blender.org/D1680
2016-01-02Cycles: Add Saw option to the wave textureLukas Stockner
This commit adds "Bands Saw" and "Rings Saw" to the options for the Wave texture node in Cycles, behaving similar to the Saw option in BI textures. Requested by @cekuhnen on BA. Reviewers: dingto, sergey Subscribers: cekuhnen Differential Revision: https://developer.blender.org/D1699
2016-01-01Fix OSL compilation, cannot assign vector to color.Thomas Dinges
2015-12-31Fix T46915: Non-intuitive behavior of Vector Curve Mapping nodeSergey Sharybin
Vector mapping node was doing some weird mapping of both original and mapped coordinates. Mapping of original coordinates was caused by the clamping nature of the LUT generated from the node. Mapping of the mapped value again was quite totally obscure -- one needed to constantly keep in mind that actual value will be scaled up and moved down. This commit makes it so values in the vector curve mapping are always absolute. In fact, it is now behaving quite the same as RGB curve mapping node and the code could be de-duplicated. Keeping the code duplicated for a bit so it's more clear what exact parts of the node changed. Reviewers: brecht Subscribers: bassamk Differential Revision: https://developer.blender.org/D1672
2015-12-05Cycles: Implement extrapolation for RGB curvesSergey Sharybin
Previously RGB Curves node will clamp input to 0..1 which is rather useless when one wants to use HDR image textures and do bit of correction on them. Now kernel code supports extrapolation of baked LUT based on first/last two table points and performs linear extrapolation. The only tricky part is to guess the range to bake the LUT for. Currently it's using simple approach -- minmax of the input curves. While this behaves ok for the simple cases it's easy to trick the system up causing incorrect results. Not sure we can solve those issues in a general case and since the new code is giving more expected results it's not that bad actually. In the worst case artist migh always create explicit point to make sure LUT is created for the needed HDR range. Reviewers: brecht, juicyfruit Subscribers: sebastian_k Differential Revision: https://developer.blender.org/D1658
2015-12-05Fix OSL shaders building with some versions of that lib.Bastien Montagne
This must have happened months ago, but as I did not `make clean` any build folder since then, so only noted that today. Issue is same as dirty patch we have to apply to ODL sources before building it in install_deps.sh - for some mysterious reason, it has become impossible to compoile .osl files into .oso ones without giving explicit output file name (otherwise it just produces `.oso` file - utterly stupid and useless). We could probably fix that in own OSL source, but think being explicit here does not hurt anyway, so... Let's go the easy way.
2015-10-08Cycles: Add an interpolation option to environment texturesLukas Stockner
This commit exposes the interpolation parameter for environment textures (requested by DolpheenDream on IRC), just as it already is for image textures. Reviewers: sergey Differential Revision: https://developer.blender.org/D1544
2015-09-18Fix T46030: Strange behavior of Cycles Brick TextureSergey Sharybin
Added some extra seed to the hash, so it's now less likely to give repetitive patters at values around zero. This will change distribution of bricks for existing files. but it's something inevitable.
2015-07-21Cycles: Expose image image extension mapping to the image managerSergey Sharybin
Currently only two mappings are supported by API, which is Repeat (old behavior) and new Clip behavior. Internally this extension is being converted to periodic flag which was already supported but wasn't exposed. There's no support for OpenCL yet because of the way how we pack images into a single texture. Those settings are not exposed to UI or anywhere else and there should be no functional changes so far.
2015-07-18Cycles: Add voxel texture sampler shader nodeSergey Sharybin
The idea of this node is to sampling of 3D voxels at a given coordinate supporting different mapping strategies (world space mapping, object local space etc). Currently not in use, it's a preparation step for supporting point density textures.
2015-06-14Fix T41870: Cycles OSL - Changing rotation value in anisotropic shader ↵Sergey Sharybin
crashes Blender Older OSX has major issues with sincos() function, it's likely a big in OSL or LLVM. For until we've updated to new versions of this libraries we'll use a workaround to prevent possible crashes on all the platforms. Shouldn't be that bad because it's mainly used for anisotropic shader where angle is usually constant. This fix is safe for inclusion into final Blender 2.75 release.
2015-05-28Cleanup: Remove unused Noise Basis texture code.Thomas Dinges
Same as last commit, code is unused and this one actually would have required some fixes, as these variants output values outside the 0-1 value range, which doesn't fit Cycles shader design.
2015-05-28Cleanup: Remove unused Voronoi texture code.Thomas Dinges
Let's finally delete this code, after 4 years of being unused, there really is no excuse anymore. If we decide to extend the procedural textures in SVM, we can do this anytime in the future.
2015-04-21Cleanup: styleCampbell Barton
2015-02-23Cleanup: Simplify brick texture code a bit.Thomas Dinges
2015-02-21Cycles: Add note about autodiff in OSL wireframe shaderSergey Sharybin
2015-02-21Fix T43755: Wireframe attribute doesn't work with displaceSergey Sharybin
This attribute missed derivatives calculation. Not totally sure what's the proper approach for algebraic derivative calculation, so calculating them by definition. This isn't fastest way to do it in this case and could be replaced with some smarter magic in the wireframe calculation loop. At least currently implemented approach is better than nothing.
2015-02-20Fix T43651: New pointiness attribute doesn't work with displacementSergey Sharybin
Simple fix: just make pointiness aware of bump offset.
2015-02-10Cycles: implement pointiness geometry attributeSergey Sharybin
This attribute means how "pointy" the geometry surface is, which allows to do effects like dirt maps and wear-off effects on render geometry. This means the attribute is calculated for the final mesh which means no baking (which implies UV unwrap) is needed. Apart from this the behavior is quite close to how vertex dirty colors works. The new attribute is available as an output socket of Geometry node. There's no penalty for the render time, only some delay on scene preparation (the delay is linear of the mesh complexity). Reviewers: brecht, juicyfruit Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1086
2015-01-27Cycles: Support texture coordinate from another objectSergey Sharybin
This is the same as blender internal's texture mapping from another object, so this way it's possible to control texture space of one object by another. Quite straightforward change apart from the workaround for the stupidness of the dependency graph. Now shader has flag telling that it depends on object transform. This is the simplest way to know which shaders needs to be tagged for update when object changes. This might give some false-positive tags now but reducing them should not be priority for Cycles and rather be a priority to bring new dependency graph. Also GLSL preview does not support using other object for mapping. This is actually correct for BI shading as well and to be addressed as a part of general GLSL viewport improvements since it's not really clear how to support this in GLSL. Reviewers: brecht, juicyfruit Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1021
2015-01-21Cycles: Support tube projection for imagesSergey Sharybin
This way Cycles finally becomes feature-full on image projections compared to Blender Internal and Gooseberry Project Team could finally finish the movie.
2015-01-21Cycles: Support sphere mapping for the image textureSergey Sharybin
2014-12-29Revert "Fix T42888: Separate and Combine HSV distorts the hue value"Sergey Sharybin
This reverts commit 1549fea9995c348bc14a9105df5e460644e2b33a. After some further discussion with other developers in the team it becomes clear there's no correct solution here. It is just more matter of what's more convenient in particular case. We're just going back to old code to avoid possible frustration with the older files in newer blenders. This also means all HSV/HSL is considered to be "linear" in the shading nodes. Would be ported to 2.73 final.
2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2014-12-16Fix T42888: Separate and Combine HSV distorts the hue valueSergey Sharybin
These nodes were assuming sRGB input/output which is for sure wrong for the shader pipeline which works in the linear space. So now conversion to/from linear space happens in these nodes which makes them making sence in the shader context but which might change look and feel of existing scenes.
2014-12-10Cycles: Fix difference between SVM and OSL implementation of Normal nodeSergey Sharybin
SVM was normalizing the input normal, OSL did not. This lead to render result differences across this shading systems.
2014-10-31Fix T42391: HSV correction shader node gives negative valuesSergey Sharybin
This mainly happens when over-saturating already saturated color. After some discussion with Campbell and loads of tests we decided to clamp the result RGB color. As an alternative we might want to clamp corrected HSV values instead, but that would lead to some larger changes in the render results. TODO: The same is to be done for compositor nodes.