Age | Commit message (Collapse) | Author |
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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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while Blender is running, not only on load. It might help a case when Blender
is started before the CUDA driver is fully initialized.
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cuda toolkit is installed to different place than /usr/local/cuda
(i.e. happens when using cuda toolkit from repository)
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Previously it would only interpolate between the previous and next frame,
which meant it might not hit the current frame position.
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- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
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sometimes.
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UV map.
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.
Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
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from this but best to fix anyway as it causes undefined behavior. Pointed out
on irc by dslammu, thanks!
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finished.
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dont get warnings from system headers.
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or good to keep for completeness. quieted some warnings and add flags -Wmissing-include-dirs and -Wno-div-by-zero to cmake/gcc
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when resetting devices."
This commit leads to random freezes in Cycles rendering:
https://projects.blender.org/tracker/index.php?func=detail&aid=32545&group_id=9&atid=498
The goal of this commit was to remove UI lag for OSL, but since that is not officially supported yet, better revert it until a proper fix can be implemented in 2.65.
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try to
avoid crashes. Don't think these should be needed but maybe it helps.
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devices.
When the scene is updated Cycles resets the renderer device, cancelling
all existing tasks. The main thread would wait for all running tasks to
finish before continuing. This is ok when tasks can actually cancel in a
timely fashion. For OSL however, this does not work, since the OSL
shader group optimization takes quite a bit of time and can not be
easily be cancelled once running (on my crappy machine in full debug
mode: ~0.12 seconds for simple node trees). This would lead to very
laggy UI behavior and make it difficult to accurately control elements
such as sliders.
This patch removes the wait condition from the device->task_cancel
method. Instead it just sets the do_cancel flag and returns. To avoid
backlog in the task pool of the device it will return early from the
BlenderSession::sync function while the reset is going on (tested in
Session::resetting). Once all existing tasks have finished the do_cancel
flag is finally cleared again (checked in TaskPool::num_decrease).
Care has to be taken to avoid race conditions on the do_cancel flag,
since it can now be modified outside the TaskPool::cancel function
itself. For this purpose the scope of the TaskPool::num_mutex locks has
been extended, in most cases the mutex is now locked by the TaskPool
itself before calling TaskScheduler methods, instead of only locking
inside the num_increase/num_decrease functions themselves. The only
occurrence of a lock outside of the TaskPool methods is in
TaskScheduler::thread_run.
This patch is most useful in combination with the OSL renderer mode, so
it can probably wait until after the 2.64 release. SVM tasks tend to be
cancelled quickly, so the effect is less noticeable.
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enum typedef and the attribute_standard_name mapping function to util_attribute/util_types headers, so they can properly be used by kernel and render files alike. This should avoid any std C includes which are not available in CUDA. Thanks to Sergey for help!
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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.
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header must be included in cycles in order to expand the version check macro.
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Patch by IRIE Shinsuke, thanks!
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This patch switches from boost's filesystem v2 to v3.
This should be completely smooth due to filesystem v3 is pretty
old already.
Patch by Sven-Hendrik Haase (aka svenstaro), thanks!
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the type or explicitly casting).
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other places, was mainly due to instancing not working, but also found
issues in procedural textures.
The problem was with --use_fast_math, this seems to now have way lower
precision for some operations. Disabled this flag and selectively use
fast math functions. Did not find performance regression on GTX 460 after
doing this.
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pass index, and a random number unique to the instance of the object.
This can be useful to give some variation to a single material assigned to
multiple instances, either manually controlled through the object index, based
on the object location, or randomized for each instance.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
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feature enabling #defines a bit.
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threading problems.
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Fix part of thread safety issue, there's still something else wrong.
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vectors and window texture coordinates. Only for Fisheye Equisolid it's
still not working correct yet. Patch from Dalai with modifications.
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* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
build BVH's for different meshes, rather than all cooperating on the same mesh.
Especially noticeable for dynamic BVH building for the viewport, gave about
2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
(num_cores + 1) threads will be working, this supposedly gives better
performance on some operating systems, but did not measure performance for
this very detailed yet.
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Fix: texture coordinate normal output was not correct, still changed under
object transform.
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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.
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Agustin Benavidez.
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"__force_inline" keyword used in Cycles header is not defined
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=== BVH build time optimizations ===
* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.
* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...
These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.
BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.
=== Threads ===
Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.
Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.
=== Normal ====
Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.
In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.
=== Render Layers ===
Per render layer Samples control, leaving it to 0 will use the common scene
setting.
Environment pass will now render environment even if film is set to transparent.
Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.
=== Filter Glossy ===
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
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instead.
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correct with instancing.
Actually such object will not work in many places, e.g. transforming vertices
in edit mode doesn't work and textures will be misapplied in Blender Internal,
so these should be avoided.
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function.
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combined
with antialiasing/defocus, now divide out color at the very end instead of for each
sample.
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* Make Cycles aware of Computing Capability 3.0, used by the new Kepler Cards.
You'll need the CUDA 4.2 Toolkit to compile it.
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this should ever happen in practice but maybe it does anyway.
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in cycles and use pthreads instead.
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