Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2017-08-10Cycles: De-duplicate trace-time object visibility calculationSergey Sharybin
We already have enough files to worry about in BVH builders. no need to add yet another copy-paste code which is tempting to be running out of sync.
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
2017-03-27Cycles: First implementation of shadow catcherSergey Sharybin
It uses an idea of accumulating all possible light reachable across the light path (without taking shadow blocked into account) and accumulating total shaded light across the path. Dividing second figure by first one seems to be giving good estimate of the shadow. In fact, to my knowledge, it's something really similar to what is happening in the denoising branch, so we are aligned here which is good. The workflow is following: - Create an object which matches real-life object on which shadow is to be catched. - Create approximate similar material on that object. This is needed to make indirect light properly affecting CG objects in the scene. - Mark object as Shadow Catcher in the Object properties. Ideally, after doing that it will be possible to render the image and simply alpha-over it on top of real footage.
2017-03-06Cycles: Fix strict -Wpedantic warnings with GCCSergey Sharybin
Patch by Stefan Werner, thanks!
2016-08-28Fix T49163: let Cycles only hide particles with missing motion data, not ↵Brecht Van Lommel
regular objects.
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
2016-06-06Cycles: Ignore zero size instances in BVHSergey Sharybin
In certain types of animation it's possible to have some objects scaling to zero. In this case we can save render times by avoid traversing such instances. Better to do ti ahead of a time, so traversal stays simple. Reviewers: lukasstockner97, dingto, brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D2048
2016-05-28Code refactor: nodify object and mesh, but not used for XML yet.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D2016
2016-04-20Cycles: Multi-thread object transform updateSergey Sharybin
Simple idea, use threads when dealing with "Copying Transformations to device" scene update step. Only do it if there's enough objects in the scene. Hopefully only brings less synchronization time and doesn't break anything. From tests on my desktop this brings down transform update time from 58sec to 11sec on victor_cpu.blend scene from out benchmark.
2015-06-01Fix T44908: Blender crashes when trying to use cycles experimental displacementSergey Sharybin
The issue was caused by the reshuffle needed to make objects flags have proper object's bounding box to solve regressions in SSS objects intersecting volumes. There's actually a feedback loop happening here, which is now solved in quite naive way -- for the true displacement we consider all objects are capable of intersecting volumes, synchronize object flags prior to displacement shader tasks runs and then re-update object flags for proper bounding box. Not sure what will be the proper solution here, we can't do preliminary check of intersection for displacement shader, but on the other hand we don't really need this flag for displacement shader anyway.
2015-01-19Fix T43311: using displacement shader crashes blenderSergey Sharybin
Issue was caused by wrong order of scene device update, which could lead to missing object flags in shader kernel. This patch solves a bit more than that making sure objects flags are always properly updated, so adding/removing volume BSDF will properly reflect on viewport where camera might become being in volume and so.
2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2014-10-03Cycles: Decouple object flags update to a separate update stepSergey Sharybin
This way there's much less cross-references between objects and meshes device update functions. The only thing remained s the object bounds calculation which is needed by bvh update. This could also be decoupled, but it's not that crucial yet because its's how it used to be for ages now.
2014-05-09Fix T39585: cycles motion vector pass problem with curves.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.
2014-02-25Fix 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.
2013-08-18Cycles: 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!
2013-04-18Cycles: 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.
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.
2012-12-01Fix #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.
2012-10-17Fix 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.
2012-10-05Cycles: 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.
2012-07-26Added 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.
2012-06-08Particle 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
2012-05-29Fix #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.
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.
2012-01-25Cycles: 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
2011-09-01Cycles:Brecht Van Lommel
* Add max diffuse/glossy/transmission bounces * Add separate min/max for transparent depth * Updated/added some presets that use these options * Add ray visibility options for objects, to hide them from camera/diffuse/glossy/transmission/shadow rays * Is singular ray output for light path node Details here: http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
2011-05-03Cycles: first batch of windows build fixes, not quite there yet.Brecht Van Lommel
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