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2018-03-10Merge branch 'master' into blender2.8Brecht Van Lommel
2018-03-10Code cleanup: fix compiler warning.Brecht Van Lommel
2018-03-10Fix T54279: viewport update bug with volume meshes.Brecht Van Lommel
Meshes without vertex normals were not handled correctly.
2018-03-10Code refactor: reduce number of loops over meshes.Brecht Van Lommel
2018-03-10Code cleanup: use spaces for aligned indentation.Brecht Van Lommel
2018-03-10Cycles: support arbitrary number of motion blur steps for objects.Brecht Van Lommel
2018-03-10Cycles: support arbitrary number of motion blur steps for cameras.Brecht Van Lommel
2018-03-10Code refactor: motion blur cleanups, preparing for next commit.Brecht Van Lommel
2018-03-10Code refactor: don't expose UpdateObjectTransformState in header.Brecht Van Lommel
2018-03-10Code refactor: make Transform always affine, dropping last row.Brecht Van Lommel
This save a little memory and copying in the kernel by storing only a 4x3 matrix instead of a 4x4 matrix. We already did this in a few places, and those don't need to be special exceptions anymore now.
2018-03-10Code refactor: add DecomposedTransform.Brecht Van Lommel
This is in preparation of making Transform affine only, and also gives us a little extra type safety so we don't accidentally treat it as a regular 4x4 matrix.
2018-03-10Code refactor: add ProjectionTransform separate from regular Transform.Brecht Van Lommel
This is in preparation of making Transform affine only.
2018-03-10Code refactor: use KernelShader and KernelParticle instead of float arrays.Stefan Werner
Original patch by Stefan with modifications by Brecht.
2018-03-10Code refactor: use KernelLight instead of float4 arrays.Stefan Werner
Original patch by Stefan with modifications by Brecht.
2018-03-10Code refactor: use KernelOject struct instead of float4 array.Stefan Werner
Original patch by Stefan with modifications by Brecht.
2018-03-03Merge branch 'master' into blender2.8Brecht Van Lommel
2018-03-03Fix T54202: Cycles crash rendering empty mesh volume after recent optimization.Brecht Van Lommel
2018-03-01Merge branch 'master' into blender2.8Kévin Dietrich
2018-03-01Cycles volume: fast empty space optimization by generating a tight meshKévin Dietrich
around the volume. We generate a tight mesh around the active voxels of the volume in order to effectively skip empty space, and start volume ray marching as close to interesting volume data as possible. See code comments for details on how the mesh generation algorithm works. This gives up to 2x speedups in some scenes. Reviewed by: brecht, dingto Reviewers: #cycles Subscribers: lvxejay, jtheninja, brecht Differential Revision: https://developer.blender.org/D3038
2018-02-28Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-28Code cleanup: refactor Cycles image metadata retrieval to use a struct.Brecht Van Lommel
2018-02-23Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-23Cycles: add Principled Volume shader.Brecht Van Lommel
Similar to the Principled BSDF, this should make it easier to set up volume materials. Smoke and fire can be rendererd with just a single principled volume node, the appropriate attributes will be used when available. The node also works for simpler homogeneous volumes like water or mist. Differential Revision: https://developer.blender.org/D3033
2018-02-23Code refactor: improve attribute handling for optional volume attributes.Brecht Van Lommel
A volume shader should be able to request attributes, and still be rendered as homogeneous if no volume attributes are available for the object.
2018-02-23Smoke: add temperature grid, with values 0..1 corresponding to 0..1000K.Brecht Van Lommel
2018-02-22Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-22Cycles: better path termination for transparency.Brecht Van Lommel
We now continue transparent paths after diffuse/glossy/transmission/volume bounces are exceeded. This avoids unexpected boundaries in volumes with transparent boundaries. It is also required for MIS to work correctly with transparent surfaces, as we also continue through these in shadow rays. The main visible changes is that volumes will now be lit by the background even at volume bounces 0, same as surfaces. Fixes T53914 and T54103.
2018-02-22Code cleanup: fix incorrect socket names in hair and particle info nodes.Brecht Van Lommel
2018-02-21Fix incorrect OSL raytype bits and add some comments.Brecht Van Lommel
2018-02-18Merge branch 'master' into blender2.8Campbell Barton
2018-02-18Code cleanup: remove some more unused code after recent CUDA changes.Brecht Van Lommel
2018-02-18Cycles: Remove Fermi texture code.Thomas Dinges
This should be the last Fermi removal commit, unless I missed something. It's been a pleasure Fermi!
2018-02-14Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-14Cycles: restore Particle Info Index for now, keep it next to Random.Brecht Van Lommel
It seems to be useful still in cases where the particle are distributed in a particular order or pattern, to colorize them along with that. This isn't really well defined, but might as well avoid breaking backwards compatibility for now.
2018-02-14Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-14Cycles: change Index output of Hair and Particle Info to Random, in 0..1 range.Brecht Van Lommel
These are used for randomization, so it's convenient if the index is already hashed and consistent with the Object Info node.
2018-02-13Merge branch 'master' into blender2.8Campbell Barton
2018-02-13Cycles: Implement index output for hair nodeSergey Sharybin
This is like the only way to add variety to hair which is created using simple children. Used here for the hair. Maybe not ideal, but the time will show.
2018-02-09Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-09Cycles: add random walk subsurface scattering to Principled BSDF.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3054
2018-02-09Cycles: random walk subsurface scattering.Brecht Van Lommel
It is basically brute force volume scattering within the mesh, but part of the SSS code for faster performance. The main difference with actual volume scattering is that we assume the boundaries are diffuse and that all lighting is coming through this boundary from outside the volume. This gives much more accurate results for thin features and low density. Some challenges remain however: * Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help here, but it's unclear still how much it helps in real world cases. * Due to this being a volumetric method, geometry like eyes or mouth can darken the skin on the outside. We may be able to reduce this effect, or users can compensate for it by reducing the scattering radius in such areas. * Sharp corners are quite bright. This matches actual volume rendering and results in some other renderers, but maybe not so much real world objects. Differential Revision: https://developer.blender.org/D3054
2018-02-06Merge branch 'master' into blender2.8Campbell Barton
2018-02-05Fix typo in struct name obejct to object.Nathan Letwory
Reviewers: sergey Reviewed By: sergey Differential Revision: https://developer.blender.org/D3041
2018-02-04Merge branch 'master' into blender2.8Campbell Barton
2018-02-04msvc: Use source folder structure for project file.Ray Molenkamp
This patch changes the huge list of projects in visual studio into a nice tree matching the source folder structure. see D2823 for details. Differential Revision: http://developer.blender.org/D2823
2018-02-03Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-03Cycles: make displacement a supported feature.Brecht Van Lommel
Adaptive subdivision remains experimental, still needs more work.
2018-02-03Cycles: add Vector Displacement node and extend Displacement node.Brecht Van Lommel
This adds midlevel and object/world space for displacement, and a vector displacement node with tangent/object/world space, midlevel and scale. Note that tangent space vector displacement still is not exactly compatible with maps created by other software, this will require changes to the tangent computation. Differential Revision: https://developer.blender.org/D1734
2018-01-30Merge branch 'master' into blender2.8Sergey Sharybin
2018-01-29Fix Cycles viewport render not updating when tweaking displacement shader.Brecht Van Lommel
This was disabled to avoid updating the geometry every time when the material includes displacement, because there was no way to distinguish between surface shader and displacement updates. As a solution, we now compute an MD5 hash of the nodes linked to the displacement socket, and only update the mesh if that changes. Differential Revision: https://developer.blender.org/D3018