Age | Commit message (Collapse) | Author |
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D5249
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The issue was caused by un-initialized local storage for volume
intersection hits which are supposed to be stored in per-thread
KernelGlobals.
Fix is to make thread_shader() be the same as thread_render() in
respect of KernelGlobals.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5230
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Was caused by ray direction becoming NaN after some of the bounces.
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The issue was in the optimization code path for opaque shadow rays
which was wrongly considering all primitives in the node to have
same visibility flags.
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We want users to go to the current version for their current version
when possible if not point to latest.
/dev should really only be for development related work. End users
should not be browsing /dev unless they are reading about upcoming
features ahead of time.
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Now it works again like 2.7, rather than objects disappearing from camera
rays when both options are on.
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It's found in the Sampling > Advanced panel and 0 by default. This helps to
reduce noise in some scenes, while making others slower.
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Before this change doing something like `--verbose 10 --debug-cycles`
did not properly set verbosity, only using those arguments in an other
way around was leading to a correct verbosity level.
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This is not supported, meshes do not exist in the BVH before displacement.
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Am not even sure that it is possible to use fstrings at all when UI
translation is required (that is, is a sensible, reasonable way that
does not make things even more complicated than they already are), but
one thing is certain, this won't be trivial to get it working, so
definitively not a job for now.
Instead just do not use fstrings for UI translatable strings.
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Became obsolete/unused after recent fix.
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When compute preemption is available we schedule more work which is more
efficient. However the CUDA driver appears to be incorrectly reporting this as
unavailable, even though it should be supported starting with Windows 10 1803
and Pascal and Turing (10x0 and 20x0) graphics cards.
This reduces render time by about a 25% difference on our benchmark scenes. On
Linux compute preemption appears to be reported correctly.
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This is enabled with bl_use_eevee_viewport = True. It allows external engines
to generate an Cycles/Eevee shader node setup to emulate their materials in
the realtime viewport, or to leave it to users to do manually.
Removed bl_use_exclude_layers and bl_use_shading_nodes that did nothing
anymore. This should not break API compatibility, any scripts setting those
should continue to work the same as before.
Also adds descriptions for some RenderEngine settings.
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Previously, bright edges (e.g. caused by rim lighting) would sometimes get
halos around them after denoising.
This change introduces a log(1+x) highlight compression step that is performed
before denoising and reversed afterwards. That way, the denoising algorithm
itself operates in the compressed space and therefore bright edges cause less
numerical issues.
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This commit extends dependency graph API with an argument which
denotes that all custom data layers are to be preserved. This
forces modifier stack re-evaluation with more inclusive mask.
Far from ideal, since this might fail in certain configurations
with indirectly used objects which might be missing layers needed
for the current object evaluation. But this is how it worked for
a long time, so should be good enough for until more sophisticated
solution is found.
In order to use this new behavior two things are to be passed:
- Pass keep_all_data_layers=True
- Pass a valid dependency graph.
The dependency graph is only needed if keep_all_data_layers=True
and is NOT to be passed if keep_all_data_layers=False.
If keep_all_data_layers=True the dependency graph MUST be passed.
Reviewers: mont29, brecht
Reviewed By: mont29
Maniphest Tasks: T64994, T64794
Differential Revision: https://developer.blender.org/D4940
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Explicitly disable particles in edit for now.
Those were not rendered already, but were attempted to be converted
to Cycles structures (if UVs were not needed for hair nothing was
rendered, but if UVs are needed then crash happened).
Would be nice to bring hair in edit mode back, but this is a bit
more involved change, which will be done later.
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This also replaces the Use Alpha setting. We now have these alpha modes:
* Straight: store RGB and alpha channels separately with alpha acting as a
mask, also known as unassociated alpha.
* Premultiplied: transparent RGB pixels are multiplied by the alpha channel.
The natural format for renders.
* Channel Packed: different images are packed in the RGB and alpha channels,
and they should not influence each other. Channel packing is commonly used
by game engines to save memory.
* None: ignore alpha channel from the file and make image fully opaque.
Cycles OSL does not correctly support Channel Packed and None yet, we are
missing fine control over the OpenImageIO texture cache to do that.
Fixes T53672
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The previous behavior here was wrong for some specific combinations of
settings, non-color RGB channels should never be affected by the alpha
channel.
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There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.
Existing files are converted based on Cycles or Eevee being set in the scene.
Differential Revision: https://developer.blender.org/D4882
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For existing files, it will use the setting from Cycles or Eevee depending on
the render engine in the scene.
Differential Revision: https://developer.blender.org/D4874
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We can not access ensured-to-be-evaluated dependency graph from the
render API: some of it is running from within evaluation which makes
it possible for engines to access list of evaluated IDs.
Solved by passing dependency graph to viewport functions, similar to
the final render functions.
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One of the usecases is to create mesh from an object is a manner similar to
how Apply Modifiers does it, and have it in the bmain so it can be referenced
by other objects.
This usecase is something what went unnoticed in the previous API changes, so
here is a followup.
Summary of changes:
* bpy.meshes.new_from_object() behaves almost the same as before this change.
The difference now is that it now ensures all referenced data-blocks are
original (for example, materials referenced by the mesh).
* object.to_mesh() now creates free-standing Mesh data-block which is outside
of any bmain. The object owns it, which guarantees the memory never leaks.
It is possible to force free memory by calling object.to_mesh_clear().
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4875
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The kernel does not use AVX2 vectorization, and trying to use BVH8 was
leading to an empty scenes.
Fixes T64624: Ctest : Win32 + AVX2 fails virtually all cycles tests
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