Age | Commit message (Collapse) | Author |
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Embree's local intersection routine was not prepared
for local intersections without per-object BVH.
Now it should be able to handle any kind of local
intersection, such as AO, bevel and SSS.
Differential Revision: https://developer.blender.org/D6602
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It's not certain this fixes the issue since I can't reproduce the crash, but
the code was wrong in any case.
Thanks to Ray Molenkamp and Anonymous for finding this.
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Was using incorrect file format when reading mesh velocities from cache
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into Mantaflow
Having this loop in directly Manta is faster and potentially fixes issues T72783 and T72894.
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Seems that previous fix didn't work in all cases: Debian's build
environment didn't fully detect endianess, possibly due to typo,
possibly due to difference in various environments.
Using define magic from a more battle-tested project seems a safe
way to go.
There are more changes than just PPC since the upstream commit contains
full re-synchronization of all defines.
This commit updates numaapi to a latest library version from upstream.
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CUDA_ERROR_INVALID_CONTEXT
Commit baeb11826b9fe5525db6dd05ba5271949079fc1e switched memory
allocation for the motion transform to use CUDA directly, instead of going
through abstractions. But no CUDA context was set active before those
were called, so the calls failed. This fixes that by binding a context beforehand.
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Commit rB7e61e597253f3ca75f2fb86a57212ca750ffbbe8 broke viewport rendering when not displaying as halfs.
This fixes that by actually using the `scale` parameter that is passed into `film_map` and also de-duplicates code around it.
Differential Revision: https://developer.blender.org/D6557
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OptiX always uses record-all behavior for transparent shadow rays, but did not check
whether the maximum number of hits exceeded the shadow hit stack. This fixes that.
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transform_direction() can't handle parameters in constant address space.
Creating a local copy of the parameter satisfies the OpenCL compiler.
CUDA and CPU compilers should be able to optimize this away I hope.
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Even though the name change is more correct, we don't want to change the API at this time.
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In transform_motion_decompose, successive quaternion pairs are checked to be
aligned such that their interpolation is rotation through the shortest angle
between them. If not, the first in the pair was flipped. This can cause
problems for sequences of more than 2 quarternions, since flipping the first
in a pair might misalign the previously pair, if unlucky.
Instead, this change flips the second in the pair, which is safe when
iterating forwards.
Differential Revision: https://developer.blender.org/D6537
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This patch adds support for the OptiX denoiser as an alternative to the existing NLM denoiser in Cycles. It's re-using the same denoising architecture based on tiles and therefore implicitly also works with multiple GPUs.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D6395
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Renamed hair tip and root properties to be called diameter rather than radius. The old name was incorrect.
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```
NameError: name 'col' is not defined
```
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The UDIM commit accidentally removed a check that skipped Image updates
if the image was managed by OSL.
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The problem is described in a comment in the change.
Short version: If a pass was used as a divide_type but also requested
explicitly (e.g. diffuse color), it was added to the passes list
twice because the names of the two requests didn't match.
Then, when searching for the pass to divide by, the wrong one (not
the one that the kernel was writing to) was picked.
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It is not guaranteed that the function will give correct result
in such an overlapping inputs.
@sebbas please verify this.
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The term guide makes sense on it's own in this context.
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This had already been removed for all source files,
recent patches re-introduced them.
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Cycles needs some smaller updates so that the up-res smoke wavelet noise and the liquid mesh speed vector export work correctly.
Reviewed By: mont29
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3854
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A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3855
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Files from /intern/mantaflow handle the communication between core Blender code and Mantaflow itself. It's the bridge to communicate with Mantas Python functions.
Code from /intern/mantaflow/intern/strings/ is pure Manta code and would likely need less attention in the review.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3851
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The ImageTextureNode incorrectly used the tile slot encoding for box-
mapped textures as well. Since box-mapping always generates UVs that
lie in the 1001 tile, there's no need to support tiles here.
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The code checked for the presence of more than one tile before
substituting the tile number into the filename, so if a one-tile
UDIM was used (or all but one tile were culled), the substitution
was skipped and as a result the file was not found.
With this change, the code explicitly tracks whether substitution
is required, avoiding this problem.
This also fixes another problem: The Environment texture never
does substitution since it doesn't support UDIMs, but before the
syncing code still inserted the placeholder into the filename if the
user selected a tiled background image.
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This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.
With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.
The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.
The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles
There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images
Thanks to Brecht for the review and to all who tested the intermediate versions!
Differential Revision: https://developer.blender.org/D3509
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With upcoming light group passes, for them to sum up correctly to the combined
pass the clamping must be more fine grained.
This also has the advantage that if one light is particularly noisy, it does
not diminish the contribution from other lights which do not need as much
clamping.
Clamp values on existing scenes will need to be tweaked to get similar results,
there is no automatic conversion possible which would give the same results as
before.
Implemented by Lukas, with tweaks by Brecht.
Part of D4837
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In the current OpenCL implementation we have a work-around for platforms
that didn't support NULL pointers. We used to replace all NULLs and
empty arrays with a pointer to a single byte on the OpenCL Device.
During investigation of {T65924} it was asked to remove this work-around
for testing. This change improves the render times.
SCENE | BEFORE | AFTER
--------------------+--------+-------
bmw27 | 108 | 89
barbershop_interior | 867 | 673
classroom | 270 | 173
fishy_cat | 244 | 196
koro | 249 | 207
pavillon_barcelona | 582 | 414
Note that this change does not fix T65924 it just improves the
rendering performance for OpenCL. We haven't tested this patch on all
platforms so we should keep an eye out on the tracker.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D6391
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Custom render passes are added in the Shader AOVs panel in the view layer
settings, with a name and data type. In shader nodes, an AOV Output node
is then used to output either a value or color to the pass.
Arbitrary names can be used for these passes, as long as they don't conflict
with built-in passes that are enabled. The AOV Output node can be used in both
material and world shader nodes.
Implemented by Lukas, with tweaks by Brecht.
Differential Revision: https://developer.blender.org/D4837
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Support the application key on Linux & Windows.
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This adds compaction support for OptiX acceleration structures, which reduces the device memory footprint in a post step after building. Depending on the scene this can reduce the amount of used device memory quite a bit and even improve performance (smaller acceleration structure improves cache usage). It's only enabled for background renders to make acceleration structure builds fast in viewport.
Also fixes a bug in the memory management for OptiX acceleration structures: These were held in a dynamic vector of 'device_memory' instances and used the mem_alloc/mem_free functions. However, those keep track of memory instances in the 'cuda_mem_map' via pointers to 'device_memory' (which works fine everywhere else since those are never copied/moved). But in the case of the vector, it may decide to reallocate at some point, which invalidates those pointers and would result in some nasty accesses to invalid memory. So it is not actually safe to move a 'device_memory' object and therefore this removes the move operator overloads again.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6369
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Previously Noise and Wave texture nodes would use noise functions within a [0,1]
range for distortion effects. We either add or subtract noise from coordinates,
never do both at same time. This led to the texture drastically shifting on the
diagonal axis of a plane / cube. This behavior makes the Distortion input hard
to control or animate. Capabilities of driving it with other texture are also
limited, diagonal shifting is very apparent.
This was fixed by offsetting the noise function to a signed range and making it
zero-centered. This way noise is uniformly added and subtracted from coordinates.
Texture pattern sticks to main coordinates which makes it way easier to control.
This change is not strictly backwards compatible, there is versioning to ensure
the scale of the distortion remains similar, but the particular pattern can be
a little different.
Differential Revision: https://developer.blender.org/D6177
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Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep.
This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode.
This was needed to allow clamping when **To Max** is less than **To Min**.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D5827
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When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.
This patch adds missing functions to the Blender maths node.
Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.
This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.
Sign function is based on GLSL and OSL functions and returns zero when x == 0.
Differential Revision: https://developer.blender.org/D5957
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This reverts commit 3d9cc4d3f174d01c96d65a4e9cd751699bcb8744. The commit
message and intent behind the commit is unclear. We generally want the
discrete GPU to be used for best performance, not the integrated GPU.
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Enables Windows 10 feature that automatically adjusts non-client area (title bar) on high-DPI displays.
Differential Revision: https://developer.blender.org/D6370
Reviewed by Brecht Van Lommel
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We had a manifest file, but it was seemingly not used, some
settings were done using linker pragmas, some of them visual
studio would set by default for us, others where not set at all.
This patch changes:
- Single manifest file where we can maintain all settings in
a single location, removal of any linker pragmas related to
the manifest.
- Compatibly settings for win vista - win10, without this any
call to any of the GetVersion and related functions (GetVersionEx,
VerifyVersionInfo, IsWindowsXxxx) will by default say we are
on vista and OS specific optimizations in external libraries may
be missed.
-Rather than having it in the .RC file in an #ifdef which may
or may not trigger depending on the build tool used, we tell
cmake to treat it as a source file and it will do the right
thing for both the ninja and visual studio generators.
Differential Revision: https://developer.blender.org/D6136
Reviewers: brecht
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