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2014-09-25Cycles: Add support for cameras inside volumeSergey Sharybin
Basically the title says it all, volume stack initialization now is aware that camera might be inside of the volume. This gives quite noticeable render time regressions in cases camera is in the volume (didn't measure them yet) because this requires quite a few of ray-casting per camera ray in order to check which objects we're inside. Not quite sure if this might be optimized. But the good thing is that we can do quite a good job on detecting whether camera is outside of any of the volumes and in this case there should be no time penalty at all (apart from some extra checks during the sync state). For now we're only doing rather simple AABB checks between the viewplane and volume objects. This could give some false-positives, but this should be good starting point. Need to mention panoramic cameras here, for them it's only check for whether there are volumes in the scene, which would lead to speed regressions even if the camera is outside of the volumes. Would need to figure out proper check for such cameras. There are still quite a few of TODOs in the code, but the patch is good enough to start playing around with it checking whether there are some obvious mistakes somewhere. Currently the feature is only available in the Experimental feature sey, need to solve some of the TODOs and look into making things faster before considering the feature is ready for the official feature set. This would still likely happen in current release cycle. Reviewers: brecht, juicyfruit, dingto Differential Revision: https://developer.blender.org/D794
2014-08-02SpellingCampbell Barton
2014-06-05Fix T40429: cycles CUDA + use persistent images problem.Brecht Van Lommel
2014-05-19Fix T40195: cycles smoke + persistent images animation render not working ↵Brecht Van Lommel
correct.
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
2014-05-12Cleanup: Some else if for attribute code.Thomas Dinges
2014-05-11Cycles / CUDA: Increase maximum image textures on GPU.Thomas Dinges
Instead of 95, we can use 145 images now. This only affects Kepler and above (sm30, sm_35 and sm_50). This can be increased further if needed, but let's first test if this does not come with a performance impact. Originally developed during my GSoC 2013.
2014-05-03Cycles BakeDalai Felinto
Expand Cycles to use the new baking API in Blender. It works on the selected object, and the panel can be accessed in the Render panel (similar to where it is for the Blender Internal). It bakes for the active texture of each material of the object. The active texture is currently defined as the active Image Texture node present in the material nodetree. If you don't want the baking to override an existent material, make sure the active Image Texture node is not connected to the nodetree. The active texture is also the texture shown in the viewport in the rendered mode. Remember to save your images after the baking is complete. Note: Bake currently only works in the CPU Note: This is not supported by Cycles standalone because a lot of the work is done in Blender as part of the operator only, not the engine (Cycles). Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake Supported Passes: ----------------- Data Passes * Normal * UV * Diffuse/Glossy/Transmission/Subsurface/Emit Color Light Passes * AO * Combined * Shadow * Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect * Environment Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
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.
2014-03-12Fix T39114: cycles lamp ray visibility not working.Brecht Van Lommel
Thanks to Thomas for finding the cause.
2014-02-07Fix T38526: crash using blackbody node on background with multiple ↵Brecht Van Lommel
importance sampling.
2013-12-28Cycles Volume Render: support for rendering of homogeneous volume with ↵Brecht Van Lommel
absorption. This is the simplest possible volume rendering case, constant density inside the volume and no scattering or emission. My plan is to tweak, verify and commit more volume rendering effects one by one, doing it all at once makes it difficult to verify correctness and track down bugs. Documentation is here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume Currently this hooks into path tracing in 3 ways, which should get us pretty far until we add more advanced light sampling. These 3 hooks are repeated in the path tracing, branched path tracing and transparent shadow code: * Determine active volume shader at start of the path * Change active volume shader on transmission through a surface * Light attenuation over line segments between camera, surfaces and background This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-09-10Fix cycles too slow export of meshes with uvs when a motion vector pass is used.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!
2013-04-02Cycles: initial subsurface multiple scattering support. It's not working asBrecht Van Lommel
well as I would like, but it works, just add a subsurface scattering node and you can use it like any other BSDF. It is using fully raytraced sampling compatible with progressive rendering and other more advanced rendering algorithms we might used in the future, and it uses no extra memory so it's suitable for complex scenes. Disadvantage is that it can be quite noisy and slow. Two limitations that will be solved are that it does not work with bump mapping yet, and that the falloff function used is a simple cubic function, it's not using the real BSSRDF falloff function yet. The node has a color input, along with a scattering radius for each RGB color channel along with an overall scale factor for the radii. There is also no GPU support yet, will test if I can get that working later. Node Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF Implementation notes: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-02Cycles: code refactoring to add generic lookup table memory.Brecht Van Lommel
2013-02-14Further fix for #34121: OSL + persistent images could crash in some cases still.Brecht Van Lommel
2013-02-14Fix #34121: OSL + persistent images option was not freeing shader memory ↵Brecht Van Lommel
properly, causing memory to increase continuously during animation render.
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.
2012-12-04Fix #33405: preview render getting stuck in a particular .blend file, ObjectKeyBrecht Van Lommel
operator< had wrong brackets, changed it now to be more clear. Fix #33404: crash GPU rendering with OSL option still enabled. There was a check to disable OSL in this case, but it shouldn't have modified scene->params because this is used for comparison in scene->modified().
2012-11-10Fix #32972: cycles crash changing to GPU render with OSL enabled.Brecht Van Lommel
2012-11-09Cycles: persistent images optionSergey Sharybin
This option enables keeping loaded images in the memory in-between of rendering. Implemented by keeping render engine alive for until Render structure is being freed. Cycles will free all data when render finishes, optionally keeping image manager untouched. All shaders, meshes, objects will be re-allocated next time rendering happens. Cycles cession and scene will be re-created from scratch if render/ scene parameters were changed. This will also allow to keep compiled OSL shaders in memory without need to re-compile them again. P.S. Performance panel could be cleaned up a bit, not so much happy with it's vertical alignment currently but not sure how to make it look better. P.P.S. Currently the only way to free images from the device is to disable Persistent Images option and start rendering.
2012-10-16Cycles: fix some update issues with camera motion blur, and do some more workBrecht Van Lommel
for getting object motion blur ready.
2012-09-04Cycles: 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.
2012-08-31Fix 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.
2012-06-13Cycles: first step for implementation of non-progressive sampler that handlesBrecht Van Lommel
direct and indirect lighting differently. Rather than picking one light for each point on the path, it now loops over all lights for direct lighting. For indirect lighting it still picks a random light each time. It gives control over the number of AA samples, and the number of Diffuse, Glossy, Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample. This helps tuning render performance/noise and tends to give less noise for renders dominated by direct lighting. This sampling mode only works on the CPU, and still needs proper tile rendering to show progress (will follow tommorrow or so), because each AA sample can be quite slow now and so the delay between each update wil be too long.
2012-05-13Cycles: OpenCL image texture support, fix an attribute node issue and refactorBrecht Van Lommel
feature enabling #defines a bit.
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.
2012-02-28Cycles: fix AO pass not rendering with AO enabled for world, and make maskBrecht Van Lommel
layers work more like blender internal.
2011-08-29Cycles: pause button to interrupt viewport renders, in the 3d view header.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