Age | Commit message (Collapse) | Author |
|
CPU code for cubic interpolation with clip texture extension only performed
texture interpolation inside the range of [0,1]. As a result, even though the
volume's color is sampled using cubic interpolation, the boundary is not
being interpolated. The GPU appears was interpolating samples that span the
clip boundary softening the edge, which the CPU now does also.
This commit also includes refactoring of 2D and 3D texture sampling in
preparation of adding new extension modes.
Differential Revision: https://developer.blender.org/D14295
|
|
Consider switching to rendered shading type as a request to start
rendering, without requiring to un-pause.
This minimizes amount of clicks needed to start rendering after
viewport was paused once, and then shading mode got changed.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14244
|
|
Windows IME: Fix duplicated initial character when entering numbers
while in Chinese full width character mode.
See D14354 for more details.
Differential Revision: https://developer.blender.org/D14354
Reviewed by Brecht Van Lommel
|
|
Mainly -Wset-but-unused-variable.
Makes default compilation on macOS way less noisy.
Differential Revision: https://developer.blender.org/D14357
|
|
Added license headers based on the original LGPL files from:
gitlab.kuleuven.be/rob-itasc
|
|
In HIP these masks are 64 bit, while in CUDA only 32 bit.
|
|
To make porting to other architectures easier, clarifying that this does not
need to be supported. The unused parallel_reduce implementation assumed warp
size 32, but is easy to update if we ever need it in the future.
|
|
Solved by introducing introducing a variant of MEM_cnew which behaves
as a copy-constructor for a trivial types.
Alternative approach would be to surround DNA structs with clang/gcc
diagnostics push/modify/pop so that implicitly defined constructors
and copy operators are allowed to access deprecated fields.
The downside of the DNA approach is that it will require some way to
easily apply diagnostics modifications to many structs, which is not
possible currently.
The newly added MEM_cnew has other good usecases, so is easiest to
use this route, at least for now.
Differential Revision: https://developer.blender.org/D14356
|
|
Follow naming from T85728.
|
|
|
|
|
|
While the correlation may not work well with adaptive sampling, in practice
this appears to work ok in most cases
Automatic scrambling distance uses the minimum samples from adaptive sampling,
which provides a good default estimate to avoid artifacts.
Contributed by Alaska.
Differential Revision: https://developer.blender.org/D13325
|
|
This allows users to type in values larger than 1, for use in conjunction
with automatic scrambling distance.
Contributed by Alaska.
Differential Revision: https://developer.blender.org/D13580
|
|
When the light direction is not pointing away from the geometric normal and
there is a shadow terminator offset, self intersection is supposed to occur.
|
|
Missed some renames from HAIR to CURVES.
|
|
|
|
|
|
Before this patch, users had to switch render engines just to change how the
hair should be displayed in solid and material preview viewport shading modes.
Differential Revision: https://developer.blender.org/D14290
|
|
Matching CPU and Eevee behavior.
Differential Revision: https://developer.blender.org/D14296
|
|
The constant M_PI_4 is added to GLSL to ensure it works there too.
Differential Revision: https://developer.blender.org/D14288
|
|
Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14306
|
|
Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14307
|
|
Caused by an integer overflow in the tiling utilities of OptiX SDK.
Seems for now it's easier to copy and modify code to our sources so
that we don't need to bump SDK version requirement (which might lead
to an increased driver requirement as well).
There are still some fixes needed from a newer driver to have such
denoising to work properly: Windows requires 511.79, Linux 510.54.
Thanks Patrick for investigation!
Differential Revision: https://developer.blender.org/D14300
|
|
|
|
Fix T95462: Partly transparent objects appear to glow in the dark
The issue was caused by incorrect check for exceeded number
of transparent bounces: the same maximum distance was used
for picking up N closest intersections and counting overall
intersections count.
Now made it so intersection count is using ray distance which
matches the way how Embree and OptiX implementation works.
Benchmark result:
{F12907888}
There is no big time difference in the pabellon scene. The
Victor scene timing doesn't seem to be very reliable as the
variance in time across different benchmark runs is quite
high.
Differential Revision: https://developer.blender.org/D14280
|
|
|
|
An alpha component can be specified for an object's color. This adds an alpha
socket to the object info shader node allowing for the alpha component of the
object's color to be accessed in the shader editor.
Differential Revision: https://developer.blender.org/D14141
|
|
Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14203
|
|
|
|
|
|
|
|
Caused by 6ec83afb1db8.
Technically, a regression since 3.0.
Differential Revision: https://developer.blender.org/D14239
|
|
|
|
This is a workaround until there is a fix in the HIP compiler or driver.
Differential Revision: https://developer.blender.org/D14232
|
|
|
|
|
|
Mousemove events are sent to windows.
In Windows OS, almost all mousemove events are sent to the window whose
mouse cursor is over.
On MacOS, the window with mousemove events is always the active window.
It doesn't matter if the mouse cursor is inside or outside the window.
So, in order for non-active windows to also have events,
`WM_window_find_under_cursor` is called to find those windows and send
the same events.
The problem is that to find the window, `WM_window_find_under_cursor`
only has the mouse coordinates available, it doesn't differentiate
which monitor these coordinates came from.
So the mouse on one monitor may incorrectly send events to a window on
another monitor.
The solution used is to use a native API on Mac to detect the window
under the cursor.
For Windows and Linux nothing has changed.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14197
|
|
|
|
|
|
This patch hides the MetalRT checkbox for AMD GPUs, pending fixes for MetalRT argument encoding on AMD.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14175
|
|
Also move eDupli_ID_Flags doc-string to it's declaration.
|
|
|
|
This fixes T93051, T76405 and maybe others.
Characters like '²', '<' are not recognized in Blender's shortcut keys.
And sometimes simple buttons like {key .} and {key /} on the Windows
keyboard, although the symbol is "known", Blender also doesn't
detect for shortcuts.
For Windows, some of the symbols represented by `VK_OEM_[1-8]` values,
depending on the language, are not mapped by Blender.
On Mac there is a fallback reading the "actual character value of the
'remappable' keys". But sometimes the character is not mapped either.
On Windows, the solution now mimics the Mac and tries to read the button's
character as a fallback.
For unmapped characters ('²', '<', '\''), now another value is chosen as a
substitute.
More "substitutes" may be added over time.
Differential Revision: https://developer.blender.org/D14149
|
|
|
|
|
|
|
|
|
|
Without ray offsets intersections at neigbhoring triangles are found, as
the ray start is exactly at the vertex. There was a small offset towards
the center of the triangle, but not enough.
Now this offset computation is moved into Cycles and modified for better
results. It's still not perfect though like any offset approach, especially
with long thin triangles.
Additionaly, this uses the shadow terminate offset for AO rays now, which
helps remove some pre-existing artifacts.
|
|
|
|
Also add an assert to avoid reproducing the error in the future.
|