Age | Commit message (Collapse) | Author |
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Differential Revision: https://developer.blender.org/D5326
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This could happen e.g. when changing smoke type from flow to domain or
connecting a volume shader with to a domain without an actual flow type
around.
Fixes T58569, T68359
Reviewers: brecht
Maniphest Tasks: T58569, T68359
Differential Revision: https://developer.blender.org/D5478
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If the option is enabled, the output is clamped to the target range.
The target range is [To Min, To Max]. The option is enabled by default.
The clamp option is implemented in EEVEE by linking to the `clamp_value`
GLSL function. And it is implemented in Cycles using a graph expand
function.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5477
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This patch adds a new node that clamps a value between a maximum and
a minimum values.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5476
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This patch adds a new Map Range node that linearly remaps an input
value from a range to another. This node is similar to the compositor's
Map Range node.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5471
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We can add more fine grained checks for when these flags are supported so
that adding asan flags manually still has all the workarounds, but for now
compiling succesfully is more important.
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It's extremely slow to compile and run, so just disable it unless
WITH_CYCLES_KERNEL_ASAN is manually enabled. For Clang it's always
enabled since that appears to work ok.
This also limits the -fno-sanitize=vptr flag to the Cycles kernel, as it
was added specifically to work around an issue there.
Differential Revision: https://developer.blender.org/D5404
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We don't use explicit SIMD flags on 32bit, so trying to use
intrinsics was causing issues.
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For background information see D5345
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D5345
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The partial disabling was causing issues with Clang and ASAN, and it seems we
don't need to restrict it to the kernel anymore now that we are no longer using
boost directly.
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T68035 by @luzpaz
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resizing overhead
In a test file containing 1300 copies of the same shader, this reduces shader update time from 3.1 sec to 0.05 sec.
Thanks to @swerner for noticing this issue.
Reviewers: brecht, sergey, swerner
Subscribers: swerner
Differential Revision: https://developer.blender.org/D5376
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During viewport rendering where the viewport samples are set to 0 the UI
showed 16777216 as number of samples. We should not show the number of
samples when the number of viewport samples are set to 0.
Differential Revision: https://developer.blender.org/D5301
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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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