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2018-05-24Cycles Denoising: Don't use atomics in the accumulation kernel on CPUsLukas Stockner
The GPU kernel needs to use atomics for accumulation since all offsets are processed in parallel, but on CPUs that's not the case, so we can disable them there for a considerable speedup.
2018-05-24Cycles/Compositor: Add arctan2 operation to the Math nodeLukas Stockner
The Math node currently has the normal atan() function, but for actual angles this is fairly useless without additional nodes to handle the signs. Since the node has two inputs anyways, it only makes sense to add an arctan2 option. Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D3430
2018-05-21Fix too much memory usage for Cycles attribute map.Brecht Van Lommel
Thanks to Thomas Krebs for identifying the problem and solution.
2018-05-06Fix T54801: incorrect render with zero weight transparent BSDFs.Brecht Van Lommel
2018-04-29Cycles: Cleanup: Remove double semicolonsLukas Stockner
2018-04-04Proper fix for T54337Mai Lavelle
Accidentally checked the wrong variable in fa01a1738bd1e3a6750ff.
2018-04-04Fix T54337: Cycles crash with simple subd object in debug buildMai Lavelle
2018-04-04Fix T54400: Some GCN 1 cards available to select for use with CyclesMai Lavelle
Hainan was missing from the list of GCN 1 cards.
2018-04-02Build: fixes for the Intel compiler versions 2016, 2017, 2018.Milan Jaros
Differential Revision: https://developer.blender.org/D3109
2018-03-29Fix T54455: OpenCL build error after recent changes.Brecht Van Lommel
2018-03-29Cycles: take into account diffuse roughness for roughness baking.Matt Heimlich
Roughness baking previously defaulted to 1.0 for all diffuse materials, now we also bake roughness values of Oren-Nayer and Principled Diffuse. Differential Revision: https://developer.blender.org/D3115
2018-03-28Cycles: don't require pthreads as dependency on Windows.Jeff Witthuhn
Use C++11 threads when available, and native critical section on Windows. Later on we can remove pthread code when C+11 becomes required. Differential Revision: https://developer.blender.org/D3116
2018-03-28Cycles: Fix bad register cast in ssebSergey Sharybin
This is currently unused code, but causes gcc-8 to fail.
2018-03-27Fix T54420: too much volume render noise with multiple volume objects.Brecht Van Lommel
Random numbers for step offset were correlated, now use stratified samples which reduces noise as well for some types of volumes, mainly procedural ones where the step size is bigger than the volume features.
2018-03-23Glog/gflags: Reduce amount of local modificationsSergey Sharybin
With better directory layout and more proper include statements we can avoid several local modifications, such as changing config.h for Windows Glog and the ones related on pass-through statements in logging headers in Glog. This commit also makes unused functions not-a-warning for external code.
2018-03-20Fix build error on Windows 32 bit.Brecht Van Lommel
2018-03-19Fix T54317: overlapping volume render bug after recent changes.Brecht Van Lommel
Increasing the samplig dimensions like this is not optimal, I'm looking into some deeper changes to reuse the random number and change the RR probabilities, but this should fix the bug for now.
2018-03-19Fix T54356: volume rendering bug using just color attribute.Brecht Van Lommel
2018-03-16Code refactor: move OIIO image buffer writing outside session, into callback.Guillaume Chereau
Original patch by Guillaume, modifications by Brecht. Differential Revision: https://developer.blender.org/D3102
2018-03-12Fix T54299: crash rendering objects with motion blur disabled, after recent ↵Brecht Van Lommel
changes.
2018-03-12Cycles: add constant folding to displacement nodes.Brecht Van Lommel
2018-03-10Cycles: add roughness baking support, using squared roughness convention.Brecht Van Lommel
2018-03-10Cycles: switch to squared roughness convention for all nodes.Brecht Van Lommel
This was already done for the Principled BSDF to be compatible with typical baked roughness maps in PBR workflows.
2018-03-10Code cleanup: fix compiler warning.Brecht Van Lommel
2018-03-10Fix T54279: viewport update bug with volume meshes.Brecht Van Lommel
Meshes without vertex normals were not handled correctly.
2018-03-10Code refactor: reduce number of loops over meshes.Brecht Van Lommel
2018-03-10Fix T54278: volume artifacts with small density and color after recent changes.Brecht Van Lommel
2018-03-10Code cleanup: use spaces for aligned indentation.Brecht Van Lommel
2018-03-10Cycles: support arbitrary number of motion blur steps for objects.Brecht Van Lommel
2018-03-10Cycles: support arbitrary number of motion blur steps for cameras.Brecht Van Lommel
2018-03-10Code refactor: motion blur cleanups, preparing for next commit.Brecht Van Lommel
2018-03-10Code refactor: don't expose UpdateObjectTransformState in header.Brecht Van Lommel
2018-03-10Code refactor: make Transform always affine, dropping last row.Brecht Van Lommel
This save a little memory and copying in the kernel by storing only a 4x3 matrix instead of a 4x4 matrix. We already did this in a few places, and those don't need to be special exceptions anymore now.
2018-03-10Code refactor: add DecomposedTransform.Brecht Van Lommel
This is in preparation of making Transform affine only, and also gives us a little extra type safety so we don't accidentally treat it as a regular 4x4 matrix.
2018-03-10Code refactor: add ProjectionTransform separate from regular Transform.Brecht Van Lommel
This is in preparation of making Transform affine only.
2018-03-10Code refactor: avoid motion transform copy, remove unused curved code.Brecht Van Lommel
The purpose of the previous code refactoring is to make the code more readable, but combined with this change benchmarks also render about 2-3% faster with an NVIDIA Titan Xp.
2018-03-10Code refactor: use KernelShader and KernelParticle instead of float arrays.Stefan Werner
Original patch by Stefan with modifications by Brecht.
2018-03-10Code refactor: use KernelLight instead of float4 arrays.Stefan Werner
Original patch by Stefan with modifications by Brecht.
2018-03-10Code refactor: use KernelOject struct instead of float4 array.Stefan Werner
Original patch by Stefan with modifications by Brecht.
2018-03-06Cycles: Fix crash when building with no shading systemsSergey Sharybin
2018-03-06Cycles: Cleanup, indentationSergey Sharybin
2018-03-03Fix T54202: Cycles crash rendering empty mesh volume after recent optimization.Brecht Van Lommel
2018-03-02Fix Cycle standalone build.Brecht Van Lommel
2018-03-02Cycles: Fix building of OpenCL kernels after volume optimization commitMai Lavelle
OpenCL is C based, so no support for operators. Related commit: 7377d411b47d50cd943cd
2018-03-01Cycles volume: fast empty space optimization by generating a tight meshKévin Dietrich
around the volume. We generate a tight mesh around the active voxels of the volume in order to effectively skip empty space, and start volume ray marching as close to interesting volume data as possible. See code comments for details on how the mesh generation algorithm works. This gives up to 2x speedups in some scenes. Reviewed by: brecht, dingto Reviewers: #cycles Subscribers: lvxejay, jtheninja, brecht Differential Revision: https://developer.blender.org/D3038
2018-03-01Cycles: don't count volume boundaries as transparent bounces.Brecht Van Lommel
This is more important now that we will have tigther volume bounds that we hit multiple times. It also avoids some noise due to RR previously affecting these surfaces, which shouldn't have been the case and should eventually be fixed for transparent BSDFs as well. For non-volume scenes I found no performance impact on NVIDIA or AMD. For volume scenes the noise decrease and fixed artifacts are worth the little extra render time, when there is any.
2018-02-28Cycles: principled absorption color now has more effect at lower values.Brecht Van Lommel
2018-02-28Code cleanup: refactor Cycles image metadata retrieval to use a struct.Brecht Van Lommel
2018-02-23Cycles: add Principled Volume shader.Brecht Van Lommel
Similar to the Principled BSDF, this should make it easier to set up volume materials. Smoke and fire can be rendererd with just a single principled volume node, the appropriate attributes will be used when available. The node also works for simpler homogeneous volumes like water or mist. Differential Revision: https://developer.blender.org/D3033
2018-02-23Cycles: change smoke color grid to not include density multiplied in.Brecht Van Lommel
This breaks backwards compatibility some, making smoke colors brighters than before. But it is also more correct this way.