Age | Commit message (Collapse) | Author |
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indirect samples
This adds a new option "Sample All Lights" to the Sampling panel in Cycles (Branched Path). When enabled, Cycles will sample all the lights in the scene for the indirect samples, instead of randomly picking one. This is already happening for direct samples, now you can optionally enable it for indirect.
Example file and renders:
Blend file: http://www.pasteall.org/blend/27411
Random: http://www.pasteall.org/pic/show.php?id=68033
All: http://www.pasteall.org/pic/show.php?id=68034
Sampling all lights is a bit slower, but there is less variance, so it should help in situations with many lights.
Patch by myself with some tweaks by Brecht.
Differential Revision: https://developer.blender.org/D391
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All textures are sampled bi-linear currently with the exception of OSL there texture sampling is fixed and set to smart bi-cubic.
This patch adds user control to this setting.
Added:
- bits to DNA / RNA in the form of an enum for supporting multiple interpolations types
- changes to the image texture node drawing code ( add enum)
- to ImageManager (this needs to know to allocate second texture when interpolation type is different)
- to node compiler (pass on interpolation type)
- to device tex_alloc this also needs to get the concept of multiple interpolation types
- implementation for doing non interpolated lookup for cuda and cpu
- implementation where we pass this along to osl ( this makes OSL also do linear untill I add smartcubic to the interface / DNA/ RNA)
Reviewers: brecht, dingto
Reviewed By: brecht
CC: dingto, venomgfx
Differential Revision: https://developer.blender.org/D317
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Reviewed by: brecht
Differential Revision: https://developer.blender.org/D386
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This switches api usage for cuda towards using more of the Async calls.
Updating only once every second is sufficiently cheap that I don't think it is worth doing it less often.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D262
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Thanks to Thomas for spotting this.
Differential Revision: https://developer.blender.org/D370
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MSVC 2008 ignores alignement attribute when assigning from unaligned
float4 vector, returned from other function. Now Cycles uses unaligned
loads instead of casts for win32 in x86 mode.
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concern raised by lukas_t (rBef73d547cc7c663ad180721094c81b3c81482ac3)
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particle systems.
Problem is that the particle systems in the cycles database are not
stored in a well-defined order. This means the particle_id for dupli
objects can not simply be assigned using a global running index during
sync.
Now the particle index is assigned locally for each particle system.
When transferring particle data to the device as a single texture, the
particle indices are offset based on the final order of particle systems
in the database.
Reviewers: brecht
Reviewed By: brecht
CC: Andreas80
Differential Revision: https://developer.blender.org/D352
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For AVX support we need to check both OS support and CPU support.
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to 100% match the OSL data type.
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If you have a Maxwell GPU and want to test, you have to use the CUDA Toolkit 6.0(RC) and enable sm_50 in scons/cmake.
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reader.
To make a generic OSL shader connectable to other nodes, the parameters
must be declared via "input" and "output" child elements:
<osl_shader name="tex" src="./osl/stripes.osl">
<input name="Stripes" type="int" />
<output name="ColorOut" type="color" />
</osl_shader>
`name` must be the same as the OSL shader parameter name.
`type` must be one of float, int, color, vector, point, normal, closure,
string (matching cycles socket types)
Beyond this the OSL script nodes then work just like all other nodes.
OSL parameter sockets can be connected to other cycles nodes:
<connect from="checker color" to="tex Stripes" />
<connect from="tex ColorOut" to="floor_closure color" />
They can set default values for the input sockets by attributes of the
main node element:
<osl_shader name="tex" src="./osl/stripes.osl" Stripes="3" >
<input name="Stripes" type="int" />
<output name="ColorOut" type="color" />
</osl_shader>
This system of specifying custom attributes should probably be changed,
since it can easily create name conflicts and arbitrarily long elements.
But that is a different issue to be solved for all nodes in general.
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It's unclear what kind of impact they have on performance at the moment, so I
rather play it safe and postpone this for 2.71.
Ref T38679, Ref T38712
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Cycles GPU Performance Regression
From my testing this (what i should have done in the first place) reduces the regression a lot.
Lets hope it is enough or we have to go back to busy waiting.
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* P key, pauses the render
* W/A/S/D for camera movement
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window size or using --width --height overwrites.
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This adds an option in the Volume Sampling panel, which helps rendering lamps
inside or near volumes with less noise. It can also increase noise though and
needs improvements to support MIS and heterogeneous volumes, but since it's
useful in some cases already (especially world volumes) it's there now.
Based on the code in the old branch by Stuart, with modifications by Thomas
and Brecht.
Differential Revision: https://developer.blender.org/D291
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changes/movement.
Also some code and whitespace cleanup.
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mouse key.
ToDo: Add controls for forward/backward movement.
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Should be almost complete now, apart from Ramp Nodes (Color Ramp, RGB Curves...).
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render).
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It wasn't working together well with the python thread state changes after the
depsgraph multithreading.
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Gives 6.5% speedup for hair.blend from testsuite.
This commit was previously reverted, but should work ok now. Patch by Sv. Lockal.
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Also avoid some conditionals.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D310
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material in cycles
Buggy MSVC 2008 in 32-bit mode ignores stack align attribute for float3.
Now it uses reference to __m128, which is always aligned.
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yesterday.
KernelIntegrator just doesn't have valid data at this point, so we need to go one level deeper.
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Reviewed by: brecht
Differential Revision: https://developer.blender.org/D306
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Indirect and Direct samples can now be clamped individually. This way we can clamp the indirect samples (fireflies), while keeping the direct highlights.
Example render: http://www.pasteall.org/pic/show.php?id=66586
WARNING: This breaks backwards compatibility. If you had Clamping enabled in an old file, you must re-enable either Direct/Indirect clamping or both again.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D303
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Now these are removed from the curve.
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