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* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.
Ref D14069, T95597
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With (center) position, radius and random value outputs.
Eevee does not yet support rendering point clouds, but an untested
implementation of this node was added for when it does.
Ref T92573
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This replaces lost functionality from the old GN Attribute Map Range node.
This also adds vector support to the shader version of the node.
Notes:
This breaks forward compatibility as this node now uses data storage.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D12760
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This patch contains many small leftover fixes and additions that are
required for Metal-enablement:
- Address space fixes and a few other small compile fixes
- Addition of missing functionality to the Metal adapter headers
- Addition of various scattered `__KERNEL_METAL__` blocks (e.g. for
atomic support & maths functions)
Ref T92212
Differential Revision: https://developer.blender.org/D13263
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Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
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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
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* 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
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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
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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
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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
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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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Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
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Ref T71479
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We appear to be hitting some limit where adding any amount of code causes a
significant performance regression, no matter what it does. To work around
that a new node level was added.
Ref T71479
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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
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This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.
With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.
The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.
The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles
There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images
Thanks to Brecht for the review and to all who tested the intermediate versions!
Differential Revision: https://developer.blender.org/D3509
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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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When using OpenCL with Cycles the rendering time increased substantial.
After doing some tests the bottleneck was found in 4d voronoi and 2d and
3d smooth voronoi.
This change will hide these behind a specific compile directive so the
speed will improve.
AMD RX480 + BMW scene
2.80 (3:10)
2.81 (5:48)
2.81 excluding 4d voronoi+2d/3d smooth (3:50)
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D6231
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This patch adds a new Vertex Color node. The node also returns the alpha
of the vertex color layer as an output.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5767
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This patch allows the Voronoi node to operate in 1D, 2D, and 4D space.
It also adds a Randomness input to control the randomness of the texture.
Additionally, it adds three new modes of operation:
- Smooth F1: A smooth version of F1 Voronoi with no discontinuities.
- Distance To Edge: Returns the distance to the edges of the cells.
- N-Sphere Radius: Returns the radius of the n-sphere inscribed in
the cells. In other words, it is half the distance between the
closest feature point and the feature point closest to it.
And it removes the following three modes of operation:
- F3.
- F4.
- Cracks.
The Distance metric is now called Euclidean, and it computes the actual
euclidean distance as opposed to the old method of computing the squared
euclidean distance.
This breaks backward compatibility in many ways, including the base case.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5743
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This patch extends Musgrave noise to operate in 1D, 2D, 3D, and 4D
space. The Color output was also removed because it was identical
to the Fac output.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5566
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This patch rewrites the Mapping node to support dynamic inputs. The
Max and Min options have been removed. They can be added as Min and
Max Vector Math nodes manually.
Texture nodes still use the old matrix-based mapping. A new SVM node
`NODE_TEXTURE_MAPPING` has been added to preserve this functionality.
Similarly, in GLSL, a `mapping_mat4` function has been added.
Reviewers: brecht, JacquesLucke
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This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D
space. The noise code has also been refactored to be more readable.
The Color output and distortion patterns changed, so this patch
breaks backward compatibility. This is due to the fact that we
now use random offsets as noise seeds, as opposed to swizzling
and constants offsets.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5560
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These functions no longer accept NULL. They were renamed for clarity and to
avoid hidden merge issues.
Ref D5363
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The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5550
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This patch adds a new node that clamps a value between a maximum and
a minimum values.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5476
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This patch adds a new Map Range node that linearly remaps an input
value from a range to another. This node is similar to the compositor's
Map Range node.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5471
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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 means the shader can now be used for procedural texturing. New
settings on the node are Samples, Inside, Local Only and Distance.
Original patch by Lukas with further changes by Brecht.
Differential Revision: https://developer.blender.org/D3479
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assuming sRGB
I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3478
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This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources.
The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp.
Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried.
Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file.
The user interface of the node is similar to the script node, the user can either select an internal Text or load a file.
Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot.
The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light,
rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport.
Reviewers: #cycles, dingto, sergey, brecht
Reviewed By: #cycles, dingto, brecht
Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey
Differential Revision: https://developer.blender.org/D1543
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Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.
Differential Revision: https://developer.blender.org/D3033
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This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.
Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.
Differential Revision: https://developer.blender.org/D1734
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This converts object space height to world space displacement, to be
linked to the new vector displacement material output.
Differential Revision: https://developer.blender.org/D3015
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SVM nodes need to read all data to get the right offset for the following node.
This is quite weak, a more generic solution would be good in the future.
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The algorithm averages normals from nearby surfaces. It uses the same
sampling strategy as BSSRDFs, casting rays along the normal and two
orthogonal axes, and combining the samples with MIS.
The main concern here is that we are introducing raytracing inside
shader evaluation, which could be quite bad for GPU performance and
stack memory usage. In practice it doesn't seem so bad though.
Note that using this feature can easily slow down renders 20%, and
that if you care about performance then it's better to use a bevel
modifier. Mainly this is useful for baking, and for cases where the
mesh topology makes it difficult for the bevel modifier to work well.
Differential Revision: https://developer.blender.org/D2803
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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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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
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The two SVM nodes added with e7ea1ae78c caused a slowdown on AMD cards when rendering with OpenCL, whether displacement was used or not.
In the Barcelona Pavillon scene on a RX480, this would cause a 12% slowdown.
Therefore, this commit adds a additional flag for feature-adaptive compilation so that the new SVM nodes are only enabled when they are needed (Node tree connected to the Displacement output and Displacement type set to Both).
Also, the nodes were also added to shaders when the Displacement Type was set to Bump (the default), which was unneccessary and is fixed now.
Thanks to linda2 on IRC for reporting and testing and to maiself for help with the displacement shader code.
This fix might be relevant for 2.78, but it should be tested further before including it.
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Object coordinates can now be used in the displacement shader and will give
correct results, where as before bump mapping was calculated from the displace
positions and resulted in incorrect shading.
This works by evaluating the shader in two parts, first bump then surface, and
setting the shader state to match what it would be if the surface was
undisplaced for the bump shader evaluation. Currently only `P` is set as if
undisplaced, but other shader variables could be set as well, such as `I` or
`time`. Since these aren't set to anything meaningful for displacement I left
them out of this patch, we can decide what to do with them separately.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2156
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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
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