Age | Commit message (Collapse) | Author |
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This reverts commit ecbfa31caaadb03c53c0fe1459718b99613c8804.
Original commit broke logic in nodes re-fitting. That area can
access non-existing children momentarely. Not sure what would
be best solution here, for now simply reverting the change/
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Problem was zero length normal caused by a precision issue in patch evaluation.
This is somewhat of a quick fix, but is better than allowing possible NaNs to
occur and cause problems elsewhere.
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Both spot and area light have large areas where they're not visible.
Therefore, this patch stops the light sampling code when one of these cases (outside of the spotlight cone or behind the area light) occurs, before the lamp shader is evaluated.
In the case of the area light, the solid angle sampling can also be skipped.
In a test scene with Sample All Lights and 18 Area lamps and 9 Spot lamps that all point away from the area that the camera sees, render time drops from 12sec to 5sec.
Reviewers: brecht, sergey, dingto, juicyfruit
Differential Revision: https://developer.blender.org/D2216
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Reviewers: brecht, sergey, dingto, juicyfruit
Differential Revision: https://developer.blender.org/D2220
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Small issues in GHOST
- use NSApplicationDelegate protocol for our app delegate
- make sure NSApp is initialized before using
(cherry picked from commit df7be04ca6d4b6dccc998445386228699d72d072)
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Sequencer
Cycles was thinking it always rendering integer frame, which is not correct.
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The title says it all actually. From tests with barber shop scene here
gives 2-3x speedup for shader compilation on my oldie i7 machine. The
gain is mainly due to textures metadata query from jpeg files (which
seems to requite de-compression before metadata can be read). But in
theory could give nice improvements for scenes with huge node trees
as well (i'm talking about node trees of complexity of fractal which
we had reports about in the past).
Reviewers: juicyfruit, dingto, lukasstockner97, brecht
Reviewed By: brecht
Subscribers: monio, Blendify
Differential Revision: https://developer.blender.org/D2215
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The idea here is to make assert failure to fail sooner on an incorrect
node address rather than later with stack overflow.
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The issue was caused by some false-positive empty non-AABB intersection.
Tried to tweak it a bit so it does not record intersection anymore.
Hopefully will work for all platforms. Tested here on iMac and Debian.
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To be backported to 2.78 release.
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Not sure why exactly that happened, need a closer look.
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Basically just moves cached kernels from ~/.config/blender/BLENDER_VERSION to
~/.cache/cycles/kernels. This has following benefits:
- Follows XDG specification more closely,
not as if it's totally crucial or measurable by users, but still nice.
- Prevents unexpected sizes of config folder, makes disk space used in more
predictable for users way.
- Allows to share kernels across multiple Blender versions,
which makes it easier debugging at the times close to release.
- "Copy Previous Settings" operator will no longer be copying possibly
gigabytes of cached kernels, which used to lead to really nast disk usage
and annoying delays of copying settings.
- In the future we can have some smart logic to clear old unused cached
kernels.
Currently only done for Linux and OSX. Windows still follows old "cache"
folder logic, but it's not really important for now because we don't
support kernel compilation on this platform yet.
Reviewers: dingto, juicyfruit, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2197
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Constant folding was removing all nodes connected to the displacement output
if they evaluated to a constant, causing there to be no valid graph for
displacement even when there was displacement to be applied, and sometimes
caused crashes.
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Using ones complement for detecting if transform has been applied was confusing
and led to several bugs. With this proper checks are made.
Also added a few transforms where they were missing, mostly affecting baking
and displacement when `P` is used in the shader (previously `P` was in the
wrong space for these shaders)
Also removed `TIME_INVALID` as this may have resulted in incorrect
transforms in some cases.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2192
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Bump mapping was happening in world space while displacement happens in object
space, causing shading errors when displacement type was used with bump mapping.
To fix this the proper transforms are added to bump nodes. This is only done
for automatic bump mapping however, to avoid visual changes from other uses of
bump mapping. It would be nice to do this for all bump mapping to be consistent
but that will have to wait till we can break compatibility.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2191
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The existing code uses the input value count of the first channel
for all of them. If the first channel is the largest, it leads to
a crash-causing buffer overrun in memcpy below. Likely this was
left since the time when only one channel was supported.
As a crash fix, probably should go into 2.78
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This commits changes two things:
* It adds more keysyms preferably taken from XLookupKeysym than XLookupString (namely, all numpad ones).
* It falls back to keysyms from XLookupKeysym in other cases, when XLookupString does not produce anything we know of.
Finding the correct balance here is far from easy, but think we are comming rather close to it now...
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Most of the time, Lamps in Cycles are just a constant emission closure, no texturing etc. Therefore, running a full shader evaluation is wasteful.
To avoid that, Cycles now detects these constant emission shaders and stores their value in the lamp data along with a flag in the shader.
Then, at runtime, if this flag is set, the lamp code just uses this value and only runs the full shader evaluation if it is neccessary.
In scenes with a lot of lamps and with "Sample all direct/indirect" enabled, this saves up to 20% of rendering time in my tests.
Reviewers: #cycles
Differential Revision: https://developer.blender.org/D2193
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For proper indexing to work we need to use unaligned node with
identity transform instead of aligned nodes when doing refit.
To be backported to 2.78 release.
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Weirdly enough, this version of XCode seems to have static_assert()
even when NOT using C++11. This is totally weird and counter intuitive
since static_assert() is supposed to be C++11 onlky feature.
Can XCode stop using future, please? :)
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The two SVM nodes added with e7ea1ae78c caused a slowdown on AMD cards when rendering with OpenCL, whether displacement was used or not.
In the Barcelona Pavillon scene on a RX480, this would cause a 12% slowdown.
Therefore, this commit adds a additional flag for feature-adaptive compilation so that the new SVM nodes are only enabled when they are needed (Node tree connected to the Displacement output and Displacement type set to Both).
Also, the nodes were also added to shaders when the Displacement Type was set to Bump (the default), which was unneccessary and is fixed now.
Thanks to linda2 on IRC for reporting and testing and to maiself for help with the displacement shader code.
This fix might be relevant for 2.78, but it should be tested further before including it.
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Could not reproduce it here, but since users having the issue claims it comes from
rB16cb9391634dcc50e, let's try to use again ugly `XLookupKeysym()` for those modifier keys too...
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Thanks to linda2 for reporting in IRC.
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keyboards, and with non-first layouts.
This is a tentative fix, own tests here seem to be working OK,
but don't think it's safe enough to be backported to 2.78.
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Update on Frame Change
Not really ideal fix at all, but we are at RC today, so better to play really safe.
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Object coordinates can now be used in the displacement shader and will give
correct results, where as before bump mapping was calculated from the displace
positions and resulted in incorrect shading.
This works by evaluating the shader in two parts, first bump then surface, and
setting the shader state to match what it would be if the surface was
undisplaced for the bump shader evaluation. Currently only `P` is set as if
undisplaced, but other shader variables could be set as well, such as `I` or
`time`. Since these aren't set to anything meaningful for displacement I left
them out of this patch, we can decide what to do with them separately.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2156
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2156
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Storing multiple copies of a shader was needed when the displacement method was
a mesh option and could be different for each mesh. Now that its a shader option
this is unnecessary.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2156
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Was polluting compile output too much.
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Not sure what happened here. Will have only effected Cycles standalone with
linear subdivision in use.
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There basically are two issues here: in smooth mode (and all non-tangent
normal map types) it doesn't invert the normal for backfacing polys;
on the other hand for flat shaded tangent type it is inverted too soon.
This fix does a brute force correction by checking the backfacing flag.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D2181
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regular objects.
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Meshes with Cycles subdivision were being transformed to world space leading to
normals to sometimes be calculated in that space, while they should be in
object space. Also caused dicing to happen at the wrong rate for scaled meshes.
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Users have been getting a bit confused by the way things are worded/arranged in
the UI. This patch makes a few changes to the UI to make it more clear how to
use subdivision:
- make Subdivide UVs option inactive when adaptive subdivision is enabled as UV
subdivision is currently unsupported
- add "px" to dicing rates in the Geometry Panel
- display the final dicing rate in the modifier
- reworded "Dicing Rate" in the modifier to "Dicing Scale" to make more clear
that this is a multiplier for the scene dicing rate and added a note the the
tooltip pointing the user to that setting in the Geometry Panel
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2174
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Was happening when object only had curves (doe example, object with hair
particle system and emitter rendering disabled).
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