Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
We are already using the AO distance, so might as well offer this extra
control over the intensity. Useful when an interior scene is supposed to
be significantly darker than the background shader.
|
|
|
|
There is currently a limitation in XWayland,
the cursor needs to be hidden during warp calls.
|
|
|
|
|
|
It's unlikely the driver can do useful optimizations with this, and if
we sum multiple samples we are reading from the memory anyway.
|
|
|
|
Part due to recent changes, part old bug.
|
|
|
|
Please check compilation before committing refactor changes!
|
|
|
|
|
|
The test will leak CPU devices, but is all passing other than that.
Leak will be fixed shortly.
P.S. Committing code refactor without running regression tests, tsk ;)
|
|
|
|
|
|
* Remove tex_* and pixels_* functions, replace by mem_*.
* Add MEM_TEXTURE and MEM_PIXELS as memory types recognized by devices.
* No longer create device_memory and call mem_* directly, always go
through device_only_memory, device_vector and device_pixels.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Progressive refine undoes memory saving from save buffers, so enabling
both does not make much sense. Previously enabling progressive refine
would disable denoising, but it should be the other way around since
denoise actually affects the render result.
Includes some code refactor for progressive refine render buffers, and
avoids recomputing tiles for each progressive sample.
|
|
CPU rendering will be restricted to a BVH2, which is not ideal for raytracing
performance but can be shared with the GPU. Decoupled volume shading will be
disabled to match GPU volume sampling.
The number of CPU rendering threads is reduced to leave one core dedicated to
each GPU. Viewport rendering will also only use GPU rendering still. So along
with the BVH2 usage, perfect scaling should not be expected.
Go to User Preferences > System to enable the CPU to render alongside the GPU.
Differential Revision: https://developer.blender.org/D2873
|
|
|
|
|
|
|
|
|
|
|
|
roughness.
|
|
|
|
This is fully unpredictable for artists when one damaged object makes the whole
scene to render incorrectly. This involves two main changes:
- It is not enough to check triangle bounds to be valid when building BVH.
This is because triangle might have some finite vertices and some non-finite.
- We shouldn't add non-finite triangle area to the overall area for MIS.
|
|
|
|
|
|
|
|
Convention was only followed loosely,
apply to DNA where changes aren't likely to conflict.
(Skipped ModifierType for eg).
|
|
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
|
|
|
|
|
|
Reorganize code to reduce register pressure.
|
|
Conflicts:
source/blender/editors/screen/screen_edit.c
|
|
Was a mistake in optimization commit which was disconnecting closures and nodes
which does not make sense for volume output.
OSL script we can't ignore and can't currently know in advance if it's a proper
volume shader or not. So we never disconnect OSL nodes from volume output.
This is a good candidate for corrective release.
|
|
This patch goes away form using C++ RNA during tangent space calculation which
avoids quite a bit of overhead. Now all calculation is done using data which
already exists in ccl::Mesh. This means, tangent space is now calculated from
triangles, which doesn't seem to be any different (at least as far as regression
tests are concerned).
One of the positive sides is that this change makes it possible to move tangent
space calculation from blender/ to render/ so we will have Cycles standalone
supporting tangent space.
Reviewers: brecht, lukasstockner97, campbellbarton
Differential Revision: https://developer.blender.org/D2810
|
|
|