Age | Commit message (Collapse) | Author |
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We are already using the AO distance, so might as well offer this extra
control over the intensity. Useful when an interior scene is supposed to
be significantly darker than the background shader.
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It's unlikely the driver can do useful optimizations with this, and if
we sum multiple samples we are reading from the memory anyway.
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* Remove tex_* and pixels_* functions, replace by mem_*.
* Add MEM_TEXTURE and MEM_PIXELS as memory types recognized by devices.
* No longer create device_memory and call mem_* directly, always go
through device_only_memory, device_vector and device_pixels.
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Progressive refine undoes memory saving from save buffers, so enabling
both does not make much sense. Previously enabling progressive refine
would disable denoising, but it should be the other way around since
denoise actually affects the render result.
Includes some code refactor for progressive refine render buffers, and
avoids recomputing tiles for each progressive sample.
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This is fully unpredictable for artists when one damaged object makes the whole
scene to render incorrectly. This involves two main changes:
- It is not enough to check triangle bounds to be valid when building BVH.
This is because triangle might have some finite vertices and some non-finite.
- We shouldn't add non-finite triangle area to the overall area for MIS.
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Was a mistake in optimization commit which was disconnecting closures and nodes
which does not make sense for volume output.
OSL script we can't ignore and can't currently know in advance if it's a proper
volume shader or not. So we never disconnect OSL nodes from volume output.
This is a good candidate for corrective release.
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Two issues here:
- Checking table size to be non-zero is not a proper way to go here. This is
because we first resize the table and then fill it in. So it was possible that
non-initialized table was used.
Trickery with using temporary memory and then doing table.swap() might work,
but we can not guarantee that table size will be set after the data pointer.
- Mutex guard was useless, because every thread was using own mutex. Need to
make mutex guard static so all threads are using same mutex.
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This was originally done with the first sample in the kernel for better
performance, but it doesn't work anymore with atomics. Any benefit was
very minor anyway, too small to measure it seems.
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A little faster on some benchmark scenes, a little slower on others, seems
about performance neutral on average and saves a little memory.
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Differential Revision: https://developer.blender.org/D2853
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We need to make sure we can store all volume closures for all objects in volume
stack. This is a bit tricky to detect what would be the "nestness" level of
volumes so for now use maximum possible stack depth. Might cause some slowdown,
but better to give reliable render output than to fail quickly.
Should be safe for 2.79 after extra eyes.
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This implements Arvo's "Stratified sampling of spherical triangles". Similar to how we sample rectangular area lights, this is sampling triangles over their solid angle. It does significantly improve sampling close to the triangle, but doesn't do much for more distant triangles. So I added a simple heuristic to switch between the two methods. Unfortunately, I expect this to add render time in any case, even when it does not make any difference whatsoever. It'll take some benchmarking with various scenes and hardware to estimate how severe the impact is and if it is worth the change.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Subscribers: Vega-core, brecht, SteffenD
Tags: #cycles
Differential Revision: https://developer.blender.org/D2730
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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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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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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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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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