Age | Commit message (Collapse) | Author |
|
A volume shader should be able to request attributes, and still be rendered
as homogeneous if no volume attributes are available for the object.
|
|
|
|
This mainly helps with dense volumes, rendering can be 30% faster with
little noise increase in such scenes.
|
|
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.
|
|
|
|
|
|
Unify the path and branched path indirect SSS code. No performance impact
found on CUDA, for AMD split kernel the extra code was already there.
|
|
|
|
|
|
|
|
This should be the last Fermi removal commit, unless I missed something.
It's been a pleasure Fermi!
|
|
Did not touch Texture related defines, that comes next.
|
|
device_cuda.cpp.
Fermi code in Cycles kernel and texture system are coming next.
|
|
|
|
|
|
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.
|
|
These are used for randomization, so it's convenient if the index is already
hashed and consistent with the Object Info node.
|
|
Handy to disable GPU based devices when it's needed to run Valgrind.
|
|
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.
|
|
Burley SSS uses a bit of strange thing where the albedo and closure weight are
different, which makes the subsurface color act a bit like a subsurface radius
indirectly by the way the Burley SSS profile works.
This can't work for random walk SSS though, and it's not clear to me that this
is actually a good idea since it's really the subsurface radius that is supposed
to control this. For now I'll leave Burley SSS working the same to not break
backwards compatibility.
|
|
Differential Revision: https://developer.blender.org/D3054
|
|
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
|
|
|
|
Reviewed By: Brecht Van Lommel (brecht), Dalai Felinto (dfelinto)
Differential Revision: https://developer.blender.org/D3048
|
|
This is similar to the upstream unified microfacet() closure, and makes it
easier to extend in the future.
|
|
This also fixes a subtle bug in the split kernel branched path SSS, the
volume stack update can't be shared between multiple hit points.
|
|
This is only needed for SSS which bounces to a different shading point.
|
|
This brings separate initialization for libcuda and libnvrtc, which
fixes Cycles nvrtc compilation not working on build machines without
CUDA hardware available.
Differential Revision: https://developer.blender.org/D3045
|
|
We should actually be using CL_DEVICE_MEM_BASE_ADDR_ALIGN for sub buffers,
previous change in this code was incorrect. Renamed the function now to
make the specific purpose of this alignment clear, it's not required for
data types in general.
|
|
Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D3041
|
|
I have honestly no idea how this got swapped..
|
|
|
|
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
|
|
nvcc is very picky regarding compiler versions, severely limiting the compiler we can use, this commit adds a nvrtc based compiler that'll allow us to build the cubins even if the host compiler is unsupported. for details see D2913.
Differential Revision: http://developer.blender.org/D2913
|
|
Spotted by Ha Hyung-jin, thanks!
|
|
|
|
Adaptive subdivision remains experimental, still needs more work.
|
|
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
|
|
Added proper checks after BSDF allocation and cleaned up existing
inline checks.
Was introduced in 7261d675e6aeb1b0dff
|
|
|
|
It was doing bit search in an opposite direction comparing to a
vectorized version.
|
|
Spotted by Ha Hyung-jin, thanks!
|
|
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
|
|
Spotted by Ha Hyung-jin, thanks!
|
|
transparent surfaces."
This reverts commit 3c852ba0741f794a697f95073b04921e9ff94039. This is breaking
the regression tests, and maybe requires some deeper changes to really fix.
|
|
surfaces.
There was a check for volume bounces at every surface intersection. That could lead to a volume scattered path being terminated
when passing through a transparent surface. This check was superfluous, as the volume shader evaluation already checks the
number of volume bounces and once it passes the max, volume shaders will not return scatter events any more.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Subscribers: brecht, #cycles
Tags: #cycles
Maniphest Tasks: T53914
Differential Revision: https://developer.blender.org/D3024
|
|
|
|
Spotted by Ha Hyung-jin, thanks!
|
|
Previously we stored each color channel in a single closure, which was
convenient for sampling a closure and channel together. But this doesn't
work so well for algorithms where we want to render multiple color
channels together.
|
|
|