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2014-08-13Fix T41219: Cycles backface detection doesn't work properlySergey Sharybin
Root of the issue goes back to the on-fly normals commit and the latest fix for it wasn't actually correct. I've mixed two fixes in there. So the idea here goes back to storing negative scaled object flag and flip runtime-calculated normal if this flag is set, which is pretty much the same as the original fix for the issue from me. The issue with motion blur wasn't caused by the rumtime normals patch and it had issues before, because it already did runtime normals calculation. Now made it so motion triangles takes the negative scale flag into account. This actually makes code more clean imo and avoids rather confusing flipping code in mesh.cpp.
2014-07-23Fix T41116: Motion Blur causes random black surfaces on rigged modelsSergey Sharybin
Fix T41115: Motion Blur renders Objects Black - But not in Viewport Preview This actually extends previous fix to normals and makes it all much nicer now. Worth doing some intense testing, quick one worked just fine but there always could be some corner cases.
2014-07-23Fix T41147: Static BVH shading problemSergey Sharybin
Fix T41079: Solid black render of object with negative scale and smooth shading In both cases the issue was caused by negative scaled objects with single mesh users for which scale gets applied when using static BVH. Since the on-fly normals calculation land normals for such cases weren't flipped leading them to point to a wrong direction. Added a special object flag for this, which is a bit of a bummer because now we've got less bits for real useful things, but this is the only way to get proper normals without adding more complexity in the on-fly calculations.
2014-05-19Remove two unnecessary includes.Nathan Letwory
2014-05-19Move ShadingSystem enum to shader.hNathan Letwory
Add SHADINGSYSTEM_ to enum member names, so it is clear where they are from. Revert BVHType enum changes, as there's no need for code dedup here.
2014-05-19Move BVHType and shadingsystem enums to top-level of Cycles namespace.Nathan Letwory
Easier access of BVHType and deduplication for ShadingSystem. Reviewers: dingto, brecht Differential Revision: https://developer.blender.org/D534
2014-05-09Fix T39585: cycles motion vector pass problem with curves.Brecht Van Lommel
2014-05-06Fix possible NULL pointer dereference in CyclesCampbell Barton
2014-05-04Code cleanup: avoid int/uint mixup in cyclesCampbell Barton
2014-04-26Cycles: avoid some CUDA performance on scenes without deformation motion blur.Brecht Van Lommel
2014-03-29Cycles: add support for curve deformation motion blur.Brecht Van Lommel
2014-03-29Cycles: add support for mesh deformation motion blur.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: change curve key to float4 for easier storage as ↵Brecht Van Lommel
attribute.
2014-03-29Cycles code refactor: move more geometry code into per primitive files.Brecht Van Lommel
2014-02-25Fix T38811: Cycles particle ids are inconsistent when using multiple ↵Lukas Tönne
particle systems. Problem is that the particle systems in the cycles database are not stored in a well-defined order. This means the particle_id for dupli objects can not simply be assigned using a global running index during sync. Now the particle index is assigned locally for each particle system. When transferring particle data to the device as a single texture, the particle indices are offset based on the final order of particle systems in the database. Reviewers: brecht Reviewed By: brecht CC: Andreas80 Differential Revision: https://developer.blender.org/D352
2014-02-02Code cleanup / Cycles: Remove unused "curverender" variable from Object ↵Thomas Dinges
class, was never used.
2013-10-18Fix cycles hair segments not giving correct vector speed pass, the motion vectorBrecht Van Lommel
export was not implemented yet for this primitive.
2013-09-04Fix a few issues reported by coverity scan.Brecht Van Lommel
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!
2013-06-18Cycles: add "Transparent Shadow" option for materials, to disable them per ↵Brecht Van Lommel
material.
2013-06-04Cycles:Thomas Dinges
* Revert r57203 (len() renaming) There seems to be a problem with nVidia OpenCL after this and I haven't figured out the real cause yet. Better to selectively enable native length() later, after figuring out what's wrong. This fixes [#35612].
2013-06-03Cycles / Math functions:Thomas Dinges
* Rename some math functions: len -> length len_squared -> length_squared normalize_len -> normalize_length * This way OpenCL uses its inbuilt length() function, rather than our own. The other two functions have been renamed for consistency. * Tested CPU, CUDA and OpenCL compile, should be no functional changes.
2013-04-18Cycles: code refactoring to deduplicate the various BVH traversal variations.Brecht Van Lommel
Now there is a single BVH traversal code with #ifdefs for various features. At runtime it will then select the appropriate variation to use depending if instancing, hair or motion blur is in use. This makes scenes without hair render a bit faster, especially after the minimum width feature was added. It's not the most beautiful code, but we can't use c++ templates and there were already 4 copies, adding 4 more to handle the hair case separately would be too much.
2013-02-26Fix #34421: cycles viewport render stuck with no objects in the scene.Brecht Van Lommel
2013-01-29Cycles Hair: Addition of render settings and static BVH strand width scalingStuart Broadfoot
Addition of a RNA function to toggle between the hair settings and rebuild the cache. This enables the usage of the render step, child number and full display percentage with f12 rendering. A scaling to the strand radius has also been added for the static bvh. This only matches up with dynamic for uniform scaling. A very small fix is included for multiple uvs/vertex colours when using child particles.
2013-01-15Fix #33830: cycles normal mapping was not quite correct, was not correctlyBrecht Van Lommel
respecting the assumption that normal and tangent are interpolated without normalization.
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.
2013-01-03Cycles Hair: refactoring to support generic attributes for hair curves. ThereBrecht Van Lommel
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.
2012-12-28New featureStuart Broadfoot
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.
2012-12-20Cycles: reduce memory usage of instanced objects by about 40%, as long as theBrecht Van Lommel
motion vector pass is not enabled.
2012-12-01Fix #33375: OSL geom:trianglevertices gave wrong coordinates for static BVH.Brecht Van Lommel
Also some simple OSL optimization, passing thread data pointer directly instead of via thread local storage, and creating ustrings for attribute lookup.
2012-11-29Fix #32900: object motion blur not working on the GPU. To make this work I ↵Brecht Van Lommel
disabled motion blurring of scale animation, probably not a big loss in practice since it's not so common to animate this, can be added back later.
2012-10-18Attempts to fix CUDA issues on sm 2.0 cards, still no luck getting motion blurBrecht Van Lommel
working, but this should make it not crash. Also fix for wrong shutter time, should have been shorter.
2012-10-17Fix cycles motion blur not working correct with shutter time > 2.0. The softBrecht Van Lommel
limit is 2.0, and anything beyond that is extrapolation which might not work so well but is still allowed.
2012-10-17Cycles: motion blur is now curved and passes exactly through the midpoint.Brecht Van Lommel
Previously it would only interpolate between the previous and next frame, which meant it might not hit the current frame position.
2012-10-16Cycles: fix some update issues with camera motion blur, and do some more workBrecht Van Lommel
for getting object motion blur ready.
2012-10-09Cycles: camera motion blur enabled.Brecht Van Lommel
Still more work needed to get object motion blur ready.
2012-10-05Cycles: add "From Dupli" option for texture coordinate node. This gets theBrecht Van Lommel
Generated and UV coordinates from the duplicator of instance instead of the object itself. This was used in e.g. Big Buck Bunny for texturing instanced feathers with a UV map on the bird. Many files changed, mainly to do some refactoring to get rid of G.rendering global in duplilist code.
2012-08-31Fix for #32184 and redesign of particle storage in Cycles.Lukas Toenne
The particle data used by the Particle Info node was stored in cycles as a list in each object. This is a problem when the particle emitter mesh is hidden: Objects in cycles are only intended as instances of renderable meshes, so when hiding the emitter mesh the particle data doesn't get stored either. Also the particle data can potentially be copied to multiple instances of the same object, which is a waste of texture space. The solution in this patch is to make a completely separate list of particle systems in the Cycles scene data. This way the particle data can be generated even when the emitter object itself is not visible.
2012-07-31Fix cycles issue with wrong texture coordinates on a second render layer withBrecht Van Lommel
a mask layer enabled.
2012-07-26Added a particle index output to the Particle Info Cycles node. This is ↵Lukas Toenne
required to get consistent ID numbers for particles. The Object ID is not usable since it's a user defined value of the instanced object, which does not vary per instance. Also the random value from the object info node is not consistent over time, since it only depends on the index in the dupli list (so each emitted or dying particle shifts the value). The particle index is always the same for a specific particle. Randomized values can be generated from this with the use of a noise texture.
2012-06-13Fix cycles object_flag array being allocated too big.Brecht Van Lommel
2012-06-09style cleanup: block commentsCampbell Barton
2012-06-08Particle Info node for Cycles. This can be used to access particle ↵Lukas Toenne
information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed. The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode). Some simple use cases on the code.blender.org blog: http://code.blender.org/index.php/2012/05/particle-info-node/
2012-06-03Cycles: different fix for object info random range issue.Brecht Van Lommel
2012-06-03Cycles / Object Info Node:Thomas Dinges
* The random output had a range from -0.5 to 0.5, added an offset of 0.5 to bring it into the 0.0 / 1.0 range, which is in alignment with Shader Node Guidelines. Patch by Agustin Benavidez, thanks!
2012-05-29Fix #31556: cycles object info random value was not properly randomized forBrecht Van Lommel
dupligroups.
2012-05-21Cycles: add Object Info node, with outputs object location, object/materialBrecht Van Lommel
pass index, and a random number unique to the instance of the object. This can be useful to give some variation to a single material assigned to multiple instances, either manually controlled through the object index, based on the object location, or randomized for each instance. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
2012-05-02Fix #31168: cycles mask layer should only affect objects for camera rays.Brecht Van Lommel
Fix: texture coordinate normal output was not correct, still changed under object transform.