Age | Commit message (Collapse) | Author |
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This won't give any big speedup,
just avoids redundant sqrtf and may be useful in future.
Differential Revision: https://developer.blender.org/D880
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Add compile-time check for particular glibc version which fixed the issue.
This makes it so own-compiled blender is the fastest in the world, and the
only issue remains what should we do for release builds.
After some discussion with Campbell we decided to keep it as is for now
because slowdown is not that much noticeable. We'll disable this workaround
for release builds when all the majority of the distros will switch to the
new version of glibc.
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With this setting, we can limit the influence of a lamp to a certain amount of bounces.
0 = Only direct light contribution
1 = 1 light bounce
...
Differential revision: https://developer.blender.org/D860
You can find an example render in the release logs: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
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Intersection code already ignores objects without volume closure so checking it
afterwards is not needed.
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The issue was caused by missing current object instance initialization after
object was ignored for instance push.
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That code was mainly needed for the transition period, now we've
got all platforms updated to new OSL.
Plus there are some crucial fixes baking in the current upstream
sources which we'll need to have for the next Blender release.
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Even tho it's not 100% clear when we'll switch to OSL-1.6 we'd better
start preparing earlier for this, so we don't spend time on this later.
Plus this code helps troubleshooting some OSL issues, which requires
testing with latest versions of OSL.
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Spotted by sybrenstuvel (Sybren Stüvel), thanks!
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Seems like a copy paste error.
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The issue was caused by GLEW MX enabled in SCons by default so
basically previous commit already fixed the crash. But we need
to be safe here.
For now the fix is simple and not that clean, just check if
there's an OpenGL context available and if not we don't do any
GLSL magic.
This is to be cleaned up after some discussion with the viewport
project guys.
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This mainly happens when over-saturating already saturated color.
After some discussion with Campbell and loads of tests we decided
to clamp the result RGB color. As an alternative we might want to
clamp corrected HSV values instead, but that would lead to some
larger changes in the render results.
TODO: The same is to be done for compositor nodes.
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himself.
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This is basically just a wrapper class, which maps the generic call from the OSL spec to our closures.
Example usage:
shader microfacet_osl(
color Color = color(0.8),
int Distribution = 0,
normal Normal = N,
vector Tangent = normalize(dPdu),
float RoughnessU = 0.0,
float RoughnessV = 0.0,
float IOR = 1.4,
int Refract = 0,
output closure color BSDF = 0)
{
if (Distribution == 0)
BSDF = Color * microfacet("ggx", Normal, Tangent, RoughnessU, RoughnessV, IOR, Refract);
else
BSDF = Color * microfacet("beckmann", Normal, Tangent, RoughnessU, RoughnessV, IOR, Refract);
}
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This has no performance impact what so ever and is already used in the adaptive sampling patch
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Pretty straightforward implementation. Just needed to move some functions
around to make them available at shader compile time.
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from 0.01 to 1.0 is fine.
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As it appears we can't really use mitchell filter together with the
current filter importance sampling,
This reverts commit 742911314322e5dae3a07469d0ca53b61427f978.
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It's the same filter which is used by default by Blender Internal renderer
and it gives crispier edges than gaussian filter.
Default filter for Cycles is unchanged because it's unclear if new filter
gives more noise or not. After some further real production tests we can
consider making Mitchell filter default for Cycles as well.
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This way it's easier to extend bitfields and see when we start running
out of free bits.
Plus added brief description of what SD_VOLUME_CUBIC flag means.
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Still need to keep enum definition in sync with the python code,
but the code itself is a bit more clear to understand now.
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It is per-material setting which could be found under the Volume settings
in the material and world context buttons.
There could still be some code-wise improvements, like using variable-size
macro for interp3d instead of having interp3d_ex to which you can pass the
interpolation method.
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This is the first step towards supporting cubic interpolation for voxel
data (such as smoke and fire). It is not epxosed to the interface at all
yet, this is to be done soon after this change.
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That's rather harmless in the master, just could cause some issues with the patches.
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Replace old code for area lamps which was more like incorrect with more correct
one using the following paper as a reference:
Carlos Urena et al.
An Area-Preserving Parametrization for Spherical Rectangles.
https://www.solidangle.com/research/egsr2013_spherical_rectangle.pdf
Implementation is straight from the paper, currently the rectangle constants are
calculated for each of the samples. Ideally we need to pre-calculate them.
Some comparison images are available there
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
Reviewers: brecht, juicyfruit
Subscribers: dingto, ton
Differential Revision: https://developer.blender.org/D823
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This is so-called GPU limitation boundary hit, told compiler to NOT include
volume bound function, otherwise some real weird things used to happen.
We actually might want to do the same for CPU, inlining everything is not
the way to get fastest code.
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Explicitly disable SSE kernels in Cycles when this option is used.
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This should hopefully fix https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=765187
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Quite annoying, the same thing we do from the blender side, But as a positive
side we can get rid of some utf8/utf16 conversions.
Hopefully it all work fine now, at leats works on mu russki windoze laptop.
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Fix T42174.
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comments and also in OSL.
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implicit double to float conversion).
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Also reduce number of branching and multiplications a bit by inlining the branches.
This gives an unmeasurable speedup, which is in case of BMW is about 2% here.
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Not as if it gives noticeable changes render-time, but it's just weird to
convert float4 to float 3 to just access individual x/y/z components.
Plus some compilers might be more stupid than GCC and don't optimize this
out well.
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include the parens around value before cast,
in some cases was causing double/float promotion by only casting the left value.
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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corner and blend is 0
After discussion with cambo here we decided it's better to choose arbitrary side of the box
(in this case it's X-axis) and use image from it. That's better than doing a blackness.
P.S. This is literally a corner case anyway.
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