Age | Commit message (Collapse) | Author |
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# Conflicts:
# source/blender/makesrna/intern/rna_render.c
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This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.
Reviewers: Severin, dingto, sergey, brecht
Reviewed By: brecht
Subscribers: Severin, venomgfx, eyecandy, brecht
Differential Revision: https://developer.blender.org/D1619
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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.
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This reverts commit f2809ae0a671057caa1005e2b9cc91648c33dd1f.
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Conflicts:
source/blender/modifiers/intern/MOD_meshsequencecache.c
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Steps to reproduce:
- Create shader Image texture -> Diffuse BSDF -> Output. Do NOT select image yet!
- Start viewport render.
- Select image from the ID browser of Image Texture node.
Thing is: with the memory manager we always need to inform device that memory
was freed.
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Conflicts:
source/blender/depsgraph/intern/builder/deg_builder_relations.cc
source/blender/editors/object/object_add.c
source/blender/python/intern/bpy_app_handlers.c
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Image textures were being packed into a single buffer for OpenCL, which
limited the amount of memory available for images to the size of one
buffer (usually 4gb on AMD hardware). By packing textures into multiple
buffers that limit is removed, while simultaneously reducing the number
of buffers that need to be passed to each kernel.
Benchmarks were within 2%.
Fixes T51554.
Differential Revision: https://developer.blender.org/D2745
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Since all the shadow catchers are already assumed to be in the footage,
the shadows they cast on each other are already in the footage too. So
don't just let shadow catchers skip self, but all shadow catchers.
Another justification is that it should not matter if the shadow catcher
is modeled as one object or multiple separate objects, the resulting
render should be the same.
Differential Revision: https://developer.blender.org/D2763
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Since all the shadow catchers are already assumed to be in the footage,
the shadows they cast on each other are already in the footage too. So
don't just let shadow catchers skip self, but all shadow catchers.
Another justification is that it should not matter if the shadow catcher
is modeled as one object or multiple separate objects, the resulting
render should be the same.
Differential Revision: https://developer.blender.org/D2763
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We already detect this automatically based on shading nodes and per shader
settings, and performance of this option is ok now all devices.
Differential Revision: https://developer.blender.org/D2767
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Differential Revision: https://developer.blender.org/D2766
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2747
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render.
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GPUs together
This commit unifies the flattened texture slot names for bindless and regular CUDA textures. Texture indices are now identical across all CUDA architectures, where before Fermi used different indices, which lead to problems when rendering on multi-GPU setups mixing Fermi with newer hardware.
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This gives speed up for the split kernel in scenes using the principled BSDF
but without subsurface scattering.
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End of non-void function was being reached since
f5535fcb83fd7c1374697923b43565c9e303d225
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This is compatible with UE4 and more consistent with specular and transmission
roughness, even if it deviates from the original Disney BRDF.
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Denoising was setting session parameters for every frame, which was detected as
a change and therefore caused a resync.
Since the parameter modification change is only needed for viewport rendering
(which doesn't support denoising anyways) and resyncing after a frame change
(which isn't affected by denoising settings), an easy fix is to just ignore
the denoising parameters like it's currently done with the samples.
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
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- Some arguments were inapproriatry tagged as unused
using (void)foo semantic.
Only use such semantic in tricky casses, when something
needs to be ignored in release builds or something is
dependent on tricky ifndef policy.
For rest of the cases just use void foo(int /bar*/)
semantic, which ensures variable is not used. Solves
confusion and code running out of sync with later
development.
- Used proper unused semantic to some arguments.
- Added braces to make code easier to follow, tricky
indentation with ifdef, uh.
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This fixes T49496.
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
source/blender/depsgraph/intern/depsgraph_tag.cc
source/blender/editors/mask/mask_draw.c
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is black
The problem was that Cycles implicitly uses a transparent surface shader when only
volume nodes are used, but since the black emission shader gets optimized away,
it was no longer detected and therefore no transparent surface was used.
Therefore, the shader now stores whether volume nodes were connected before
optimizing.
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Now rendered and denoised tiles are counted and displayed separately.
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Was typo in recent isfinite check.
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expected
Renamed the "Transparency" input of the Principled BSDF to
"Transmission" and "Refraction Roughness" to "Transmission Roughness".
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Was caused by recent fix with finite checks.
Fixes T51536.
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