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2022-04-10Fix T97159: AOV Pass in Cycles always gets Alpha Value of 1 for whole imageLukas Stockner
As far as I can see, it makes a lot of sense to have the alpha channel here, it matches the 2.x behavior and also matches what Eevee is doing. Differential Revision: https://developer.blender.org/D14595
2022-04-06Add CMake option to control CUDA host compilerhowetuft
This revision allows to specify CUDA host compiler (nvcc's -ccbin command line option) when configuring the build. It addresses the case where the C/C++ compiler to be used in CUDA toolchain should be different from the default C/C++ compiler, for instance in case of compilers versions conflicts or multiple installed compilers. The new CMake option is named `CUDA_HOST_COMPILER` and can be used as follows: `cmake -DCUDA_HOST_COMPILER=<path-to-host-compiler>` If the option is not specified, the build configuration behaves as previously. Differential Revision: https://developer.blender.org/D14248
2022-04-05Cycles: Fix a few type casting warningsPatrick Mours
Stumbled over the `integrate_surface_volume_only_bounce` kernel function not returning the right type. The others too showed up as warnings when building Cycles as a standalone which didn't have those warnings disabled. Differential Revision: https://developer.blender.org/D14558
2022-04-05Cleanup: spelling in commentsCampbell Barton
2022-04-04Cleanup: spelling in commentsCampbell Barton
2022-04-04Cleanup: clang-formatCampbell Barton
Add ccl_gpu_kernel_postfix as a statement macro to prevent the following declarations from being indented.
2022-04-03Fix T96978: Objects that emit light do not appear in light groupsLukas Stockner
The initial commit only wrote direct and indirect lighting into the lightgroup passes, but not rays that directly hit the light source itself.
2022-04-02Cycles: Add support for light groupsLukas Stockner
Light groups are a type of pass that only contains lighting from a subset of light sources. They are created in the View layer, and light sources (lamps, objects with emissive materials and/or the environment) can be assigned to a group. Currently, each light group ends up generating its own version of the Combined pass. In the future, additional types of passes (e.g. shadowcatcher) might be getting their own per-lightgroup versions. The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render engines could make use of it in the future. Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup in the View Layer and the name that's set in an object's settings must match for it to be included. Currently, changing a Lightgroup's name does not update objects - this is planned for the future, along with other features such as denoising for light groups and viewing them in preview renders. Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97). Differential Revision: https://developer.blender.org/D12871
2022-04-01Cycles: Semantically separate 2D and 3D texture objectsStefan Werner
Currently there are no functional changes. Preparing for an upcoming oneAPI integration where such separation in types is needed.
2022-04-01Cycles: Introduce postfix for kernel body definitionStefan Werner
Increases flexibility of code-generation for kernel entry points. Currently no functional changes, preparing for integration with oneAPI.
2022-04-01Cycles: Use single floating point precision sine/cosine in skyStefan Werner
Should be no functional changes.
2022-04-01Cycles: Optimize Nishita skyStefan Werner
Reduce register pressure. Helps with kernel compile time and render time. Should be no functional changes.
2022-04-01Cycles: approximate shadow caustics using manifold next event estimationOlivier Maury
This adds support for selective rendering of caustics in shadows of refractive objects. Example uses are rendering of underwater caustics and eye caustics. This is based on "Manifold Next Event Estimation", a method developed for production rendering. The idea is to selectively enable shadow caustics on a few objects in the scene where they have a big visual impact, without impacting render performance for the rest of the scene. The Shadow Caustic option must be manually enabled on light, caustic receiver and caster objects. For such light paths, the Filter Glossy option will be ignored and replaced by sharp caustics. Currently this method has a various limitations: * Only caustics in shadows of refractive objects work, which means no caustics from reflection or caustics that outside shadows. Only up to 4 refractive caustic bounces are supported. * Caustic caster objects should have smooth normals. * Not currently support for Metal GPU rendering. In the future this method may be extended for more general caustics. TECHNICAL DETAILS This code adds manifold next event estimation through refractive surface(s) as a new sampling technique for direct lighting, i.e. finding the point on the refractive surface(s) along the path to a light sample, which satisfies Fermat's principle for a given microfacet normal and the path's end points. This technique involves walking on the "specular manifold" using a pseudo newton solver. Such a manifold is defined by the specular constraint matrix from the manifold exploration framework [2]. For each refractive interface, this constraint is defined by enforcing that the generalized half-vector projection onto the interface local tangent plane is null. The newton solver guides the walk by linearizing the manifold locally before reprojecting the linear solution onto the refractive surface. See paper [1] for more details about the technique itself and [3] for the half-vector light transport formulation, from which it is derived. [1] Manifold Next Event Estimation Johannes Hanika, Marc Droske, and Luca Fascione. 2015. Comput. Graph. Forum 34, 4 (July 2015), 87–97. https://jo.dreggn.org/home/2015_mnee.pdf [2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport Wenzel Jakob and Steve Marschner. 2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages. https://www.cs.cornell.edu/projects/manifolds-sg12/ [3] The Natural-Constraint Representation of the Path Space for Efficient Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages. https://cg.ivd.kit.edu/english/HSLT.php The code for this samping technique was inserted at the light sampling stage (direct lighting). If the walk is successful, it turns off path regularization using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells the integrator not to blur the brdf roughness further down the path (in a child ray created from BSDF sampling). In addition, using a cascading mechanism of flag values, we cull connections to caustic lights for this and children rays, which should be resolved through MNEE. This mechanism also cancels the MIS bsdf counter part at the casutic receiver depth, in essence leaving MNEE as the only sampling technique from receivers through refractive casters to caustic lights. This choice might not be optimal when the light gets large wrt to the receiver, though this is usually not when you want to use MNEE. This connection culling strategy removes a fair amount of fireflies, at the cost of introducing a slight bias. Because of the selective nature of the culling mechanism, reflective caustics still benefit from the native path regularization, which further removes fireflies on other surfaces (bouncing light off casters). Differential Revision: https://developer.blender.org/D13533
2022-03-31Cleanup: spelling, trailing space for comment-blocksCampbell Barton
2022-03-24Cycles: don't write light passes for shadow catcher objectsBrecht Van Lommel
Makes it easier to composite the Combined image from these passes. Fixes T96758
2022-03-24Fix Cycles Metal build error and GCC warning after recent changesBrecht Van Lommel
Function overloading of make_float4() doesn't work since it's a macro, just don't do this minor cleanup then.
2022-03-24Fix compile error on GCCKévin Dietrich
Explicit template specialization has to happen outside of class definition (some compilers are more lenient). Since it is not possible to specialize the method without also specializing the enclosing class for all of its possible types, the method is moved outside of the class, and specialized there.
2022-03-23Cleanup: use make_float4(f) zero_float4() to simplify codeEthan-Hall
Differential Revision: https://developer.blender.org/D14426
2022-03-23Cycles: optimize CPU texture sampler interpolationEthan-Hall
Use templates to optimize the CPU texture sampler to interpolate using float for single component datatypes instead of using float4 for all types. Differential Revision: https://developer.blender.org/D14424
2022-03-23Cycles: Add Hydra render delegatePatrick Mours
This patch adds a Hydra render delegate to Cycles, allowing Cycles to be used for rendering in applications that provide a Hydra viewport. The implementation was written from scratch against Cycles X, for integration into the Blender repository to make it possible to continue developing it in step with the rest of Cycles. For this purpose it follows the style of the rest of the Cycles code and can be built with a CMake option (`WITH_CYCLES_HYDRA_RENDER_DELEGATE=1`) similar to the existing standalone version of Cycles. Since Hydra render delegates need to be built against the exact USD version and other dependencies as the target application is using, this is intended to be built separate from Blender (`WITH_BLENDER=0` CMake option) and with support for library versions different from what Blender is using. As such the CMake build scripts for Windows had to be modified slightly, so that the Cycles Hydra render delegate can e.g. be built with MSVC 2017 again even though Blender requires MSVC 2019 now, and it's possible to specify custom paths to the USD SDK etc. The codebase supports building against the latest USD release 22.03 and all the way back to USD 20.08 (with some limitations). Reviewed By: brecht, LazyDodo Differential Revision: https://developer.blender.org/D14398
2022-03-21Fix T96132: Cycles RGB/Vector/Float Curve shaders ignore extrapolation settingHallam Roberts
Differential Revision: https://developer.blender.org/D14393
2022-03-21Cycles: make 3D texture sampling at boundaries more similar to GPUEthan-Hall
CPU code for cubic interpolation with clip texture extension only performed texture interpolation inside the range of [0,1]. As a result, even though the volume's color is sampled using cubic interpolation, the boundary is not being interpolated. The GPU appears was interpolating samples that span the clip boundary softening the edge, which the CPU now does also. This commit also includes refactoring of 2D and 3D texture sampling in preparation of adding new extension modes. Differential Revision: https://developer.blender.org/D14295
2022-03-16Fix Cycles HIP assuming warp size 32Brecht Van Lommel
In HIP these masks are 64 bit, while in CUDA only 32 bit.
2022-03-16Cleanup: remove some unused Cycles GPU codeBrecht Van Lommel
To make porting to other architectures easier, clarifying that this does not need to be supported. The unused parallel_reduce implementation assumed warp size 32, but is easy to update if we ever need it in the future.
2022-03-15Fix T96381: Cycles GPU wrong render with camera inside multiple volumesBrecht Van Lommel
2022-03-15Fix Cycles kernel error on Metal after recent changesBrecht Van Lommel
2022-03-15Fix T96417: Cycles issue with multiscatter GGX and self intersection avoidanceBrecht Van Lommel
When the light direction is not pointing away from the geometric normal and there is a shadow terminator offset, self intersection is supposed to occur.
2022-03-11Cycles: make smart interpolation fallback to cubic for GPUEthan-Hall
Matching CPU and Eevee behavior. Differential Revision: https://developer.blender.org/D14296
2022-03-09Fix T96165: Incorrect render of barcelone scene with BVH2Sergey Sharybin
Fix T95462: Partly transparent objects appear to glow in the dark The issue was caused by incorrect check for exceeded number of transparent bounces: the same maximum distance was used for picking up N closest intersections and counting overall intersections count. Now made it so intersection count is using ray distance which matches the way how Embree and OptiX implementation works. Benchmark result: {F12907888} There is no big time difference in the pabellon scene. The Victor scene timing doesn't seem to be very reliable as the variance in time across different benchmark runs is quite high. Differential Revision: https://developer.blender.org/D14280
2022-03-07Shader Nodes: add Alpha output to Object Info nodeEthan-Hall
An alpha component can be specified for an object's color. This adds an alpha socket to the object info shader node allowing for the alpha component of the object's color to be accessed in the shader editor. Differential Revision: https://developer.blender.org/D14141
2022-03-03Merge branch 'blender-v3.1-release'Brecht Van Lommel
2022-03-03Fix Cycles hang in classroom scene with upcomping AMD driver version 22.10Brecht Van Lommel
This is a workaround until there is a fix in the HIP compiler or driver. Differential Revision: https://developer.blender.org/D14232
2022-02-26Cleanup: typos in comments.Kévin Dietrich
2022-02-25Merge remote-tracking branch 'origin/blender-v3.1-release'Kévin Dietrich
2022-02-25Fix T95977: Point Info node radius wrong under rotationBrecht Van Lommel
2022-02-24Merge branch 'blender-v3.1-release'Brecht Van Lommel
2022-02-24Fix T95969, T91856: bake AO to vertex color artifacts after ray offset removalBrecht Van Lommel
Without ray offsets intersections at neigbhoring triangles are found, as the ray start is exactly at the vertex. There was a small offset towards the center of the triangle, but not enough. Now this offset computation is moved into Cycles and modified for better results. It's still not perfect though like any offset approach, especially with long thin triangles. Additionaly, this uses the shadow terminate offset for AO rays now, which helps remove some pre-existing artifacts.
2022-02-24Cleanup: remove unused ray offset functionBrecht Van Lommel
2022-02-23Merge branch 'blender-v3.1-release'Aaron Carlisle
2022-02-23Fix OSL trace() not being fully updated for ray offsetting removalBrecht Van Lommel
This was the last place still using the ray_offset() function.
2022-02-15License headers: use SPDX for remaining files in CyclesCampbell Barton
2022-02-15Merge branch 'blender-v3.1-release'Brecht Van Lommel
2022-02-15Cleanup: clang-formatBrecht Van Lommel
2022-02-12Merge branch 'blender-v3.1-release'Brecht Van Lommel
2022-02-12Cycles: Fix Metal kernel compilation for AMD GPUsMichael Jones
Workaround for a compilation issue preventing kernels compiling for AMD GPUs: Avoid problematic use of templates on Metal by making `gpu_parallel_active_index_array` a wrapper macro, and moving `blocksize` to be a macro parameter. Reviewed By: brecht Differential Revision: https://developer.blender.org/D14081
2022-02-12Cycles: Removed redundant/buggy code in multiscatter BSDFStefan Werner
A zero length vector was normalized and the resulting NaN used in further calculations. This caused trouble on some compilers when using fast math. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D14058
2022-02-11Cycles: use SPDX license headersBrecht Van Lommel
* 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
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-02-04Fix T93851: Cycles wrong glossy indirect pass with volumesBrecht Van Lommel
2022-02-03Cleanup: clang-formatBrecht Van Lommel