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2020-03-19Fix Cycles crash in Windows debug mode with volumesBrecht Van Lommel
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-11Cleanup: refactor image loading to use abstract ImageLoader base classBrecht Van Lommel
Rather than passing around void pointers, various Blender image sources now subclass this. OIIO is also just another type of image loader. Also fixes T67718: Cycles viewport render crash editing point density settings
2020-03-11Cleanup: add ImageHandle to centralize image ownership logicBrecht Van Lommel
2020-02-19Cleanup: `make format`Dalai Felinto
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
2020-02-07Cleanup: simplify Cycles primitive attribute map storageBrecht Van Lommel
2020-02-07Cleanup: split Cycles Hair and Mesh classes, with Geometry base classBrecht Van Lommel
2019-11-27Cycles: Add Random Per Island attribute.OmarSquircleArt
The Random Per Island attribute is a random float associated with each connected component (island) of the mesh. It is particularly useful when artists want to add variations to meshes composed of separate units. Like tree leaves created using particle systems, wood planks created using array modifiers, or abstract splines created using AN. Reviewed By: Sergey Sharybin, Jacques Lucke Differential Revision: https://developer.blender.org/D6154
2019-09-12Shading: Add Vertex Color node.OmarSquircleArt
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
2019-04-25Merge branch 'blender2.7'Brecht Van Lommel
2019-04-25Fix for Cycles UV adaptive subdivision after float2 changes.Alex Fuller
Differential Revision: https://developer.blender.org/D4717
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-03-20Fix T62758: hair curves with UV mapped textures renders wrong.Jacques Lucke
Differential Revision: https://developer.blender.org/D4562
2019-03-05Cleanup: add asserts to catch cases where wrong attribute type is used.Brecht Van Lommel
2019-03-05Cycles: Added Float2 attribute type.Brecht Van Lommel
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
2018-12-11Update code to be compatible with OIIO 2.0Sergey Sharybin
There are some changes in API of OpenImageIO, but those are quite simple to keep working with older and newer library versions. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D4064
2018-07-06Cleanup: strip trailing space for cyclesCampbell Barton
2018-03-01Cycles volume: fast empty space optimization by generating a tight meshKévin Dietrich
around the volume. We generate a tight mesh around the active voxels of the volume in order to effectively skip empty space, and start volume ray marching as close to interesting volume data as possible. See code comments for details on how the mesh generation algorithm works. This gives up to 2x speedups in some scenes. Reviewed by: brecht, dingto Reviewers: #cycles Subscribers: lvxejay, jtheninja, brecht Differential Revision: https://developer.blender.org/D3038
2018-02-23Code refactor: improve attribute handling for optional volume attributes.Brecht Van Lommel
A volume shader should be able to request attributes, and still be rendered as homogeneous if no volume attributes are available for the object.
2018-02-23Smoke: add temperature grid, with values 0..1 corresponding to 0..1000K.Brecht Van Lommel
2018-02-14Cycles: change Index output of Hair and Particle Info to Random, in 0..1 range.Brecht Van Lommel
These are used for randomization, so it's convenient if the index is already hashed and consistent with the Object Info node.
2018-02-13Cycles: Implement index output for hair nodeSergey Sharybin
This is like the only way to add variety to hair which is created using simple children. Used here for the hair. Maybe not ideal, but the time will show.
2018-01-19Cycles: Remove unneeded include statementsSergey Sharybin
Also try to move them from headers to implementation files as much as possible.
2017-10-11Cycles: Add utility function to remove given attributeSergey Sharybin
2017-03-29Cycles: Make all #include statements relative to cycles source directorySergey Sharybin
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
2016-08-07Cycles microdisplacement: Support for Catmull-Clark subdivision via OpenSubdivMai Lavelle
Enables Catmull-Clark subdivision meshes with support for creases and attribute subdivision. Still waiting on OpenSubdiv to fully support face varying interpolation for subdividing uv coordinates tho. Also there may be some inconsistencies with Blender's subdivision which will be resolved at a later time. Code for reading patch tables and creating patch maps is borrowed from OpenSubdiv. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2111
2016-08-06Cycles: Add AttributeDescriptorMai Lavelle
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
2016-07-29Cycles microdisplacement: ngons and attributes for subdivision meshesMai Lavelle
This adds support for ngons and attributes on subdivision meshes. Ngons are needed for proper attribute interpolation as well as correct Catmull-Clark subdivision. Several changes are made to achieve this: - new primitive `SubdFace` added to `Mesh` - 3 more textures are used to store info on patches from subd meshes - Blender export uses loop interface instead of tessface for subd meshes - `Attribute` class is updated with a simplified way to pass primitive counts around and to support ngons. - extra points for ngons are generated for O(1) attribute interpolation - curves are temporally disabled on subd meshes to avoid various bugs with implementation - old unneeded code is removed from `subd/` - various fixes and improvements Reviewed By: brecht Differential Revision: https://developer.blender.org/D2108
2016-05-28Code refactor: modify mesh storage to use arrays rather than vectors, ↵Brecht Van Lommel
separate some arrays. Differential Revision: https://developer.blender.org/D2016
2016-02-17Fix T47447: Cycles crash when reaching texture limit with 3D texturesSergey Sharybin
2015-03-27Cycles: Code cleanup, spaces around keywordsSergey Sharybin
This inconsistency drove me totally crazy, it's really confusing when it's inconsistent especially when you work on both Cycles and Blender sides. Shouldn;t cause merge PITA, it's whitespace changes only, Git should be able to merge it nicely.
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
2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2014-06-14Cycles: Add support for uchar4 attributes.Thomas Dinges
* Added support for uchar4 attributes to Cycles' attribute system. * This is used for Vertex Colors now, which saves some memory (4 unsigned characters, instead of 4 floats). * GPU Texture Limit on sm_20 and sm_21 decreased from 95 to 94, because we need a new texture for the uchar4 attributes. This is no problem for sm_30 or newer. Part of my GSoC 2014.
2014-05-21Fix for uninitialized memory use in CyclesCampbell Barton
2014-04-13Split Normals I (5/5): Add support of split normals to Cycles.Bastien Montagne
Idea and code by Brecht, many thanks! Reviewers: brecht Reviewed By: brecht CC: campbellbarton, dingto Differential Revision: https://developer.blender.org/D369
2014-03-29Fix scons CUDA build and compile error with more strict compilers.Brecht Van Lommel
2014-03-29Cycles: add "density", "flame" and "color" attributes for smoke domains.Brecht Van Lommel
These can currently be accessed by adding an Attribute node and specifying one of those three names. A Smoke/Fire node should be added at some point to make this more convenient. These values might change still before the release, in particular for flame the meaning seems unclear, it's just values in the 0..1 range. This is useful for color ramps, but it might be good if this was also available as temperature in kelvin so it can be plugged into the blackbody node. But I couldn't figure out from the smoke code if or how this corresponds to a physical unit. Here's a (quite poor) example file for a fire + smoke setup: http://www.pasteall.org/blend/27990
2014-03-29Cycles code internals: add support for mesh voxel grid attributes.Brecht Van Lommel
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.
2014-03-29Cycles code refactor: add motion sampled normals attribute.Brecht Van Lommel
2014-03-29Cycles code refactor: improve vertex motion attribute storage and export.Brecht Van Lommel
This now supports multiple steps and subframe sampling of motion. There is one difference for object and camera transform motion blur. It still only supports two steps there, but the transforms are now sampled at subframe times instead of the previous and next frame and then interpolated/extrapolated. This will give different render results in some cases but it's more accurate. Part of the code is from the summer of code project by Gavin Howard, but it has been significantly rewritten and extended.
2014-03-29Cycles code refactor: add support for motion vertex attributes.Brecht Van Lommel
2013-12-31Cycles Volume Render: generated texture coordinates for volume render.Brecht Van Lommel
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.
2013-11-28Cycles: add ptex face ID and UV attributes.Brecht Van Lommel
Not the most memory efficient way to store these things but it's simple and implementing it better requires some work to natively support subd grids as a primitive in some way.
2013-09-16Code cleanup / Cycles:Thomas Dinges
* Avoid some duplicated code for switch/case in the Attribute code.
2013-08-18Cycles: relicense GNU GPL source code to Apache version 2.0.Brecht Van Lommel
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
2013-08-18Updates for the Cycle Hair UI. With the following changesStuart Broadfoot
- Removed the cycles subdivision and interpolation of hairkeys. - Removed the parent settings. - Removed all of the advanced settings and presets. - This simplifies the UI to a few settings for the primitive type and a shape mode.
2013-04-05Code cleanup / Cycles / Object Attributes:Thomas Dinges
* Change some long "else if" conditions into switch case.
2013-01-03Cycles Hair: refactoring to store curves with the index of the first key and theBrecht Van Lommel
number of keys in the curve, rather than curve segments with the indices of two keys. ShaderData.segment now stores the segment number in the curve.