Age | Commit message (Collapse) | Author |
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closures to enable multiple importance sampling and transparent shadows.
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range must be left to the default (0..1 and -1..1).
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name for LoadMemoryShader so we make it call the right name depending on which
is available.
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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().
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Also some simple OSL optimization, passing thread data pointer directly instead
of via thread local storage, and creating ustrings for attribute lookup.
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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.
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node as done.
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of closures limit. Optimized the code now so it can handle more.
Change SVM mix/add closure handling, now we transform the node graph so that
the mix weights are fed into the closure nodes directly.
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would
appear multiple times after flattening the mix/add shader part of the graph into a
tree structure.
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due to float precision problem in matrix inverse.
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properties tab.
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* Projection mappings were not implemented yet.
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material.
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to the camera border rather than the entire viewport.
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and as mask layer. Now it will still use the mask, and have no further influence
rather than just being excluded entirely.
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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.
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same time.
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There were a bunch of other issues with dupli motion blur and syncing, the problem
being that there was no proper way to detect corresponding duplis between frames
or updates. As a solution, a persistent_id was added to the DupliObject. It's an
extension of the previous index value, with one index for each dupli level. This
can be used to reliably find matching dupli objects between frames. Works with
nested duplis, multiple particle systems, etc.
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because main thread works as well.
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for now subtype is not defined, but once we start parsing the metadata we can set texture inputs as FILEPATH
also, it takes relative strings and convert to absolute for all strings (which is arguably a good solution, but
should work for now)
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rays from the OSL shader. The "shade" parameter is not supported currently, but
attributes can be retrieved from the object that was hit using the
getmessage("trace", ..) function.
As mentioned in the OSL specification, this function can't be used instead of
lighting, the main purpose is to allow shaders to "probe" nearby geometry, for
example to apply a projected texture that can be blocked by geometry, apply
more “wear” to exposed geometry, or make other ambient occlusion-like effects.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL#Trace
Example .blend and render:
http://www.pasteall.org/blend/17347
http://www.pasteall.org/pic/show.php?id=40066
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* Tangent: generate a tangent direction for anisotropic shading. Can be either
radial around X/Y/Z axis, or from a UV map. The default tangent for the
anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
this node now.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent
* Normal Map: generate a perturbed normal from an RGB normal map image. This
is usually chained with an Image Texture node in the color input, to specify
the normal map image. For tangent space normal maps, the UV coordinates for
the image must match, and the image texture should be set to Non-Color mode
to give correct results.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map
* Refraction BSDF: for best results this node should be considered as a building
block and not be used on its own, but rather mixed with a glossy node using a
fresnel type factor. Otherwise it will give quite dark results at the edges for
glossy refraction.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction
* Ambient Occlusion: controls the amount of AO a surface receives, rather than
having just a global factor in the world. Note that this outputs a shader and
not a color, that's for another time.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
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That was an example how you should not code :)
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Issue was caused by changed order of texture slots -- float textures
have got lower slots indices than byte textures. OpenCL was still assuming
byte textures goes before float.
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Now tile size is setting up explicitly instead of using number of tiles.
This allows better control over GPU performance, where having tiles aligned
to specific size makes lots of sense.
Still to come: need to update startup.blend to make tiles size 64x64.
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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.
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so only report tile number is being processed
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Roughness, Anisotropy and Rotation. Also a fix for automatic tangents and
OSL attribute handling.
Meaning of new sockets explained in the documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Anisotropic
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averaged tangents at UV seams but instead now the seams will show as discontinuities
in the tangent.
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Documentation here:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Cycles
These changes require an OSL build from this repository:
https://github.com/DingTo/OpenShadingLanguage
The lib/ OSL has not been updated yet, so you might want to keep OSL disabled
until that is done.
Still todo:
* Auto update for external .osl files not working currently, press update manually
* Node could indicate better when a refresh is needed
* Attributes like UV or generated coordinates may be missing when requested from
an OSL shader, need a way to request them to be loaded by cycles
* Expose string, enum and other non-socket parameters
* Scons build support
Thanks to Thomas, Lukas and Dalai for the implementation.
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* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
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used by any mesh/lamp/world.
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No need to find tile closest to rendered center in this case, just
return first possible tile. Saves some computation power.
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devices
This time issue was caused by Save Buffers enabled and the reason blender
crashed was tiles generated by cycles didn't match tiles generated by
openexr.
Currently solved it in a way that background rendering will allocate tiles
in the same way render parts are generated in blender. Viewport rendering
will still be using sliced image, but it's more tricky to change and it's
no so big deal for now.
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It'll mimic the same behavior as regular tile rendering update and it should
give pretty noticeable boost on simpler scenes.
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Issue was caused by offline rendering could have been allocated the same tile
to different devices and in this case buffers would become invalid.
Made it more clear in the code, so now it's flag for tile manager to indicate
whether tiles should always be allocated for the same device or not.
Also cleaned a way how tile index for progressive refine is calculating,
which is now avoids tricky computation based on tile coordinate and it's
dimensions.
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