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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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* 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.
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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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Fixes:{T91064}
Caused by {rBcd118c5581f482afc8554ff88b5b6f3b552b1682}
- Applies `ensure_valid_reflection()` to the normal input on all BSDFs for CPU and GPU.
- This doesn't affect hair.
- Removes `ensure_valid_reflection()` from the output of Bump Map and Normal Map nodes for CPU/GPU as it is not needed.
- The fix doesn't touch OSL.
Reviewed By: brecht, leesonw
Maniphest Tasks: T91064
Differential Revision: https://developer.blender.org/D12403
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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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Prior to rBb8ecdbcd964a normals were stored both in
DeviceScene.tri_vnormal and the float3 attributes buffer. However, the
normals in `DeviceScene.tri_vnormal` might have be transformed to world
space if the object's transformation was applied, while the data in the
float3 attributes buffer were not. This caused shading issues in cases
where the objects did have transformation applied, as the math expects
the normals to be in object space.
To fix this, convert the normals to object space if necessary before
applying the normal map.
Reviewed By: brecht
Maniphest Tasks: T90854
Differential Revision: https://developer.blender.org/D12294
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This is caused by a typo in rBb8ecdbcd964a `sd->prim` is the primitive
index, but was used to discriminate the primitive type (stored in `sd-
>type`).
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Vertex normals are needed for normals maps and therefore are packed and send
to the device alongside the other float3 attributes. However, we already pack
and send vertex normals through `DeviceScene.tri_vnormal`.
This removes the packing of vertex normals from the attributes buffer, and
reuses `tri_vnormal` in the kernel for normals lookup for normal maps, which
reduces memory usage a bit, and speeds up device updates.
This also fixes potential missing normals updates following rB12a06292af86,
since the need for vertex normals for normals maps was overlooked.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D12237
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Was causing calculation issues later on in the kernel.
This change catches the most obvious case: missing attribute. The old
code was trying to set tangent to 0, but because it was transformed as
a normal it got converted to non-finite value. This change makes it so
that no transform is involved and 0 is written directly to the SVM
stack.
To cover all cases it will require using safe_normalize() in this node
and in the normal transform function. This is more involved change from
performance point of view, would be nice to verify whether we really want
to go this route.
I've left asserts in the BSDF allocation functions. Don't have strong
connection to them, but think they are handy and are not different from
having an assert in the path radiance checks.
Differential Revision: https://developer.blender.org/D11235
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The Normal Map node was falling back to (0, 0, 0) when it was missing
the required attributes to calculate a new normal.
(0, 0, 0) is not a valid normal and can lead to NaNs when it is
normalized later in the shader. Instead, we now return sd->N,
the unperturbed surface normal.
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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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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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Float2 are now a new type for attributes in Cycles. Before, the choices
for attribute storage were float and float3, the latter padded to
float4. This meant that UV maps were inflated to twice the size
necessary.
Reviewers: brecht, sergey
Reviewed By: brecht
Subscribers: #cycles
Tags: #cycles
Differential Revision: https://developer.blender.org/D4409
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There is a generic function to retrieve float and float3 attributes
`primitive_attribute_float` and primitive_attribute_float3`. Inside
these functions an prioritised if-else construction checked where
the attribute is stored and then retrieved from that location.
Actually the calling function most of the time already knows where
the data is stored. So we could simplify this by splitting these
functions and remove the check logic.
This patch splits the `primitive_attribute_float?` functions into
`primitive_surface_attribute_float?` and `primitive_volume_attribute_float?`.
What leads to less branching and more optimum kernels.
The original function is still being used by OSL and `svm_node_attr`.
This will reduce the compilation time and render time for kernels.
Especially in production scenes there is a lot of benefit.
Impact in compilation times
job | scene_name | previous | new | percentage
-------+-----------------+----------+-------+------------
t61513 | empty | 10.63 | 10.66 | 0%
t61513 | bmw | 17.91 | 17.65 | 1%
t61513 | fishycat | 19.57 | 17.68 | 10%
t61513 | barbershop | 54.10 | 24.41 | 55%
t61513 | classroom | 17.55 | 16.29 | 7%
t61513 | koro | 18.92 | 18.05 | 5%
t61513 | pavillion | 17.43 | 16.52 | 5%
t61513 | splash279 | 16.48 | 14.91 | 10%
t61513 | volume_emission | 36.22 | 21.60 | 40%
Impact in render times
job | scene_name | previous | new | percentage
-------+-----------------+----------+--------+------------
61513 | empty | 21.06 | 20.35 | 3%
61513 | bmw | 198.44 | 190.05 | 4%
61513 | fishycat | 394.20 | 401.25 | -2%
61513 | barbershop | 1188.16 | 912.39 | 23%
61513 | classroom | 341.08 | 340.38 | 0%
61513 | koro | 472.43 | 471.80 | 0%
61513 | pavillion | 905.77 | 899.80 | 1%
61513 | splash279 | 55.26 | 54.86 | 1%
61513 | volume_emission | 62.59 | 61.70 | 1%
There is also a possitive impact when using CPU and CUDA, but they are small.
I didn't split the hair logic from the surface logic due to:
* Hair and surface use same attribute types. It was not clear if it could be
splitted when looking at the code only.
* Hair and surface are quick to compile and to read. So the benefit is quite
small.
Differential Revision: https://developer.blender.org/D4375
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While changing the shading normal is a great way to add additional detail to a model, there are some problems with it.
One of them is that at grazing angles and/or strong changes to the normal, the reflected ray can end up pointing into the actual geometry, which results in a black spot.
This patch helps avoid this by automatically reducing the strength of the bump/normal map if the reflected direction would end up too shallow or inside the geometry.
Differential Revision: https://developer.blender.org/D2574
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This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
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commit
Basically, the problem here was that the transform that's used to bring texture coordinates
to world space is either fetched while setting up the shader (with Object Motion is enabled) or
fetched when needed (otherwise). That helps to save ShaderData memory on OpenCL when Object Motion isn't needed.
Now, if OM is enabled, the Lamp transform can just be stored inside the ShaderData as well. The original commit just assumed it is.
However, when it's not (on OpenCL by default, for example), there is no easy way to fetch it when needed, since the ShaderData doesn't
store the Lamp index.
So, for now the lamps just don't support local texture coordinates anymore when Object Motion is disabled.
To fix and support this properly, one of the following could be done:
- Just always pre-fetch the transform. Downside: Memory Usage increases when not using OM on OpenCL
- Add a variable to ShaderData that stores the Lamp ID to allow fetching it when needed
- Store the Lamp ID inside prim or object. Problem: Cycles currently checks these for whether an object was hit - these checks would need to be changed.
- Enable OM whenever a Texture Coordinate's Normal output is used. Downside: Might not actually be needed.
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When using the Normal output of the Texture Coordinate node on Point and Spot lamps, the coordinates now depend on the rotation of the lamp.
On Area lamps, the Parametric output of the Geometry node now returns UV coordinates on the area lamp.
Credit for the Area lamp part goes to Stefan Werner (from D1995).
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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
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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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All the changes are mainly giving explicit tips on inlining functions,
so they match how inlining worked with previous toolkit.
This make kernel compiled by CUDA 8 render in average with same speed
as previous kernels. Some scenes are somewhat faster, some of them are
somewhat slower. But slowdown is within 1% so far.
On a positive side it allows us to enable newer generation cards on
buildbots (so GTX 10x0 will be officially supported soon).
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- In fresnel_dielectric, the differentials calculation sometimes divided by zero.
- When the normal map was (0.5, 0.5, 0.5), the code would try to normalize a zero vector. Now, it just uses the regular normal as a fallback.
- The approximate error function used in Beckmann sampling sometimes overflowed to inf while calculating r^16. The final value is 1 - 1/r^16, however,
so now it just returns 1 if the computation would overflow otherwise.
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The goal is to make Experimental kernel closer in performance to the
official kernel, avoiding spills and such.
There should not be big impact on official kernel, own tests showed
few percent performance drop on laptop's GPU. CPU was always the
same speed on AVX, AVX2 and SSE4.1 CPUs i've been testing here.
This seems to be the last essential step before we can get rid of
Experimental kernel and enable SSS officially on GPU without causing
some major performance issues.
Surely some more tweaks are possibly required, but that we can do
for until cows go home anyway.
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This commit contains all the work related on the AMD megakernel split work
which was mainly done by Varun Sundar, George Kyriazis and Lenny Wang, plus
some help from Sergey Sharybin, Martijn Berger, Thomas Dinges and likely
someone else which we're forgetting to mention.
Currently only AMD cards are enabled for the new split kernel, but it is
possible to force split opencl kernel to be used by setting the following
environment variable: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1.
Not all the features are supported yet, and that being said no motion blur,
camera blur, SSS and volumetrics for now. Also transparent shadows are
disabled on AMD device because of some compiler bug.
This kernel is also only implements regular path tracing and supporting
branched one will take a bit. Branched path tracing is exposed to the
interface still, which is a bit misleading and will be hidden there soon.
More feature will be enabled once they're ported to the split kernel and
tested.
Neither regular CPU nor CUDA has any difference, they're generating the
same exact code, which means no regressions/improvements there.
Based on the research paper:
https://research.nvidia.com/sites/default/files/publications/laine2013hpg_paper.pdf
Here's the documentation:
https://docs.google.com/document/d/1LuXW-CV-sVJkQaEGZlMJ86jZ8FmoPfecaMdR-oiWbUY/edit
Design discussion of the patch:
https://developer.blender.org/T44197
Differential Revision: https://developer.blender.org/D1200
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This was intended to be in the original patch of texco copy from object.
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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
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This was already mixed a bit, but the dot belongs there.
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These are internally stored as a 3D image textures, but accessible like e.g.
UV coordinates though the attribute node and getattribute().
This is convenient for rendering e.g. smoke objects where data like density is
really a property of the mesh, and it avoids having to specify the smoke object
in a texture node, instead the material will work with any smoke domain.
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This does not support staying fixed while the surface deforms, but for static
meshes it should match up with the surface texture coordinates. Implemented
as a matrix transform from objects space to mesh texture space.
Making this work for deforming surfaces would be quite complicated, you might
need something like harmonic coordinates as used in the mesh deform modifier,
probably will not be possible anytime soon.
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This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.
Ref T37477.
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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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was an old issue since the first version.
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a separate Blender Object/World Space that is compatible with Blender render
baking and uses the YZ flipping convention.
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Now it uses the same (strange) YZ flipping convention.
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respecting the assumption that normal and tangent are interpolated without
normalization.
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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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Patch [#33445] - Experimental Cycles Hair Rendering (CPU only)
This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with.
The UI appears under the particle tab and there is a new hair info node available.
It is only available under the experimental feature set and for cpu rendering.
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again.
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useful for e.g. fog in compositing.
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* Tangent: generate a tangent direction for anisotropic shading. Can be either
radial around X/Y/Z axis, or from a UV map. The default tangent for the
anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
this node now.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent
* Normal Map: generate a perturbed normal from an RGB normal map image. This
is usually chained with an Image Texture node in the color input, to specify
the normal map image. For tangent space normal maps, the UV coordinates for
the image must match, and the image texture should be set to Non-Color mode
to give correct results.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map
* Refraction BSDF: for best results this node should be considered as a building
block and not be used on its own, but rather mixed with a glossy node using a
fresnel type factor. Otherwise it will give quite dark results at the edges for
glossy refraction.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction
* Ambient Occlusion: controls the amount of AO a surface receives, rather than
having just a global factor in the world. Note that this outputs a shader and
not a color, that's for another time.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
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