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2014-10-04Cycles: Add support for debug passesSergey Sharybin
Currently only summed number of traversal steps and intersections used by the camera ray intersection pass is implemented, but in the future we will support more debug passes which would help checking what things makes the scene slow. Example of such extra passes could be number of bounces, time spent on the shader tree evaluation and so. Implementation from the Cycles side is pretty much straightforward, could only mention here that it's a build-time option disabled by default. From the blender side it's implemented as a PASS_DEBUG with several subtypes possible. This way we don't need to create an extra DNA pass type for each of the debug passes, saving us a bits. Reviewers: campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D813
2014-03-26Fix T39420: Cycles viewport/preview flickers, when moving mouse across editorsSergey Sharybin
Issue was caused by the wrong usage of OCIO GLSL binding API. To make it work properly on pre-GLSL-1.3 drivers shader is to be enabled after the texture is binded to the opengl context. Otherwise it wouldn't know the proper texture size. This is actually a regression in 2.70 and to be ported to 'a'.
2014-02-03Code cleanup: white space and cmake was broken on all platformsCampbell Barton
2013-10-19Fix: ensure cycles mist pass stays in range 0..1, it could have values out ofBrecht Van Lommel
this range due to sampling noise. Side note: I looked into the mist pass because it was apparently not calculating mist correctly on characters with transparent hair. Turns out this is just sampling noise that goes away with more samples. This noise is because the ray will randomly go to the next transparency layer or get reflected, the path tracing integrator will not branch the path and only pick one of the two directions each time. Branched path tracing however will shade all transparent layers for each AA sample, which means this source of noise is eliminated.
2013-08-31Cycles: viewport render now takes scene color management settings into account,Brecht Van Lommel
except for curves, that's still missing from the OpenColorIO GLSL shader. The pixels are stored in a half float texture, converterd from full float with native GPU instructions and SIMD on the CPU, so it should be pretty quick. Using a GLSL shader is useful for GPU render because it avoids a copy through CPU memory.
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!
2013-07-09Fix #36064: cycles direct/indirect light passes with materials that have zeroBrecht Van Lommel
RGB color components gave non-grey results when you might no expect it. What happens is that some of the color channels are zero in the direct light pass because their channel is zero in the color pass. The direct light pass is defined as lighting divided by the color pass, and we can't divide by zero. We do a division after all samples are added together to ensure that multiplication in the compositor gives the exact combined pass even with antialiasing, DoF, .. Found a simple tweak here, instead of setting such channels to zero it will set it to the average of other non-zero color channels, which makes the results look like the expected grey.
2013-02-12Fix some (quite harmless) use of uninitialized memory reported by valgrind.Brecht Van Lommel
2012-11-05Cycles: memory usage reportSergey Sharybin
This commit adds memory usage information while rendering. It reports memory used by device, meaning: - For CPU it'll report real memory consumption - For GPU rendering it'll report GPU memory consumption, but it'll also mean the same memory is used from host side. This information displays information about memory requested by Cycles, not memory really allocated on a device. Real memory usage might be higher because of memory fragmentation or optimistic memory allocator. There's really nothing we can do against this. Also in contrast with blender internal's render cycles memory usage does not include memory used by scene, only memory needed by cycles itself will be displayed. So don't freak out if memory usage reported by cycles would be much lower than blender internal's. This commit also adds RenderEngine.update_memory_stats callback which is used to tell memory consumption from external engine to blender. This information is used to generate information line after rendering is finished.
2012-09-28Fix #32072: cycles shadow pass gave different results with/without emittingBrecht Van Lommel
materials present, even though it's only taking lamp shadows into account.
2012-09-04Cycles: merge of changes from tomato branch.Brecht Van Lommel
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
2012-06-09style cleanup: assignment & indentation.Campbell Barton
2012-06-07Cycles: border render now works in the viewport, when looking through theBrecht Van Lommel
camera, same as in render. It draws objects in solid draw mode outside of the border.
2012-04-30Cycles: support for motion vector and UV passes.Brecht Van Lommel
Most of the changes are related to adding support for motion data throughout the code. There's some code for actual camera/object motion blur raytracing but it's unfinished (it badly slows down the raytracing kernel even when the option is turned off), so that code it disabled still. Motion vector export from Blender tries to avoid computing derived meshes when the mesh does not have a deforming modifier, and it also won't store motion vectors for every vertex if only the object or camera is moving.
2012-04-16Fix/tweak for cycles border render, it wasn't generating the exact same samplesBrecht Van Lommel
when rendering a subset instead of the whole, mostly useful for debugging.
2012-03-28Fix #30551: cycles passes combining did not always give identical result ↵Brecht Van Lommel
combined with antialiasing/defocus, now divide out color at the very end instead of for each sample.
2012-03-28Cycles: shadow pass support. Note that this only takes into account lamps,Brecht Van Lommel
emitting objects or world lighting do not contribute to the shadow pass. Consider this more as a pass useful for some compositing tricks, unlike other lighting passes this pass can't be used to exactly reconstruct the combined pass.
2012-03-28Cycles: viewport rendered draw mode now shows background images, also ↵Brecht Van Lommel
changed the image editor checkerboard pattern to be the same as cycles viewport.
2012-01-27Cycles: another fix for CUDA render passes, needed to align float4 passes.Brecht Van Lommel
2012-01-26Cycles: render passes for CUDA cards with compute model >= 2.x.Brecht Van Lommel
2012-01-26Cycles: fix issues rendering second render layer passes, and avoid unnecessaryBrecht Van Lommel
clear of buffer.
2012-01-25Cycles: Render PassesBrecht Van Lommel
Currently supported passes: * Combined, Z, Normal, Object Index, Material Index, Emission, Environment, Diffuse/Glossy/Transmission x Direct/Indirect/Color Not supported yet: * UV, Vector, Mist Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow, also for environment importance sampling. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-09Cycles: multi GPU rendering support.Brecht Van Lommel
The rendering device is now set in User Preferences > System, where you can choose between OpenCL/CUDA and devices. Per scene you can then still choose to use CPU or GPU rendering. Load balancing still needs to be improved, now it just splits the entire render in two, that will be done in a separate commit.
2012-01-04Cycles: device code refactoring, no functional changes.Brecht Van Lommel
2011-12-20Cycles: border rendering support, includes some refactoring in how pixels areBrecht Van Lommel
accessed on devices.
2011-09-16Cycles: tweaks to properties and nodesBrecht Van Lommel
* Passes renamed to samples * Camera lens radius renamed to aperature size/blades/rotation * Glass and fresnel nodes input is now index of refraction * Glossy and velvet fresnel socket removed * Mix/add closure node renamed to mix/add shader node * Blend weight node added for shader mixing weights There is some version patching code for reading existing files, but it's not perfect, so shaders may work a bit different.
2011-08-28Cycles:Brecht Van Lommel
* Add alpha pass output, to use set Transparent option in Film panel. * Add Holdout closure (OSL terminology), this is like the Sky option in the internal renderer, objects with this closure show the background / zero alpha. * Add option to use Gaussian instead of Box pixel filter in the UI. * Remove camera response curves for now, they don't really belong here in the pipeline, should be moved to compositor. * Output full float values for rendering now, previously was only byte precision. * Add a patch from Thomas to get a preview passes option, but still disabled because it isn't quite working right yet. * CUDA: don't compile shader graph evaluation inline. * Convert tabs to spaces in python files.
2011-04-27Cycles render engine, initial commit. This is the engine itself, blender ↵Ton Roosendaal
modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php