Age | Commit message (Collapse) | Author |
|
Issue seems to be caused by not totally proper pdf and eval values for this
closure. Changed it so they reflect to ggx/beckmann reflection with roughness
set to 0, which is effectively the same as the sharp reflection.
|
|
Issue was, when requesting (building) lnors for a mesh that has
autosmooth disabled, one would expect to simply get vnors as lnors.
Until now, it wasn't the case, which was bad e.g. for normal projections
of loops in recent remap code (projecting along split loop normals
when you would expect projection along vertex normals...).
Also, removed the 'angle' parameter from RNA's `mesh.calc_normals_split`.
This should *always* use mesh settings (both autosmooth and smoothresh),
otherwise once again we'd get inconsistencies in some cases.
Will update fbx and obj addons too.
|
|
The check should also become aware of the fact were using clipping plane
instead of clipping sphere now.
|
|
Issue was caused by wrong order of scene device update, which could
lead to missing object flags in shader kernel.
This patch solves a bit more than that making sure objects flags are
always properly updated, so adding/removing volume BSDF will properly
reflect on viewport where camera might become being in volume and so.
|
|
Also add missing render_time initialization in progress.
|
|
Also adds safe-area presets.
D325 by Diego Gangl with own edits.
|
|
They went back from string_view to string for compiler options.
Still having linking errors here, but maybe others will be more lucky to fully
compiler blender with new OSL.
|
|
|
|
|
|
|
|
threads
This commit basically makes it so statistics print from different BVH trees are not
being interleaved with each other. Glog ensures this when debug print is done as a
single put to stream operator.
|
|
|
|
|
|
Since leaf node gets split further into per-primitive type leaves old check
for number of curves became a bit ridiculous -- it might lead to two leaf nodes
each of which would contain only one curve primitive (one motion curve and one
regular curve).
This lead to quite dramatic slowdown for Victor model -- around 40%, which is
totally unacceptable.
This commit is aimed to prevent such situation and from quick render test it
seems victor is now back to normal render time. Further testing is needed tho.
There are also other ideas about splitting the node, will need to look into
them next.
|
|
|
|
Just wrong constant used, names are indeed too close to each other.
|
|
|
|
We use upper case for properties.
|
|
This patch adds the option to set minimum/maximum latitude/longitude values for
the equirectangular panorama camera in Cycles, as discussed in T34400.
The separate functions in kernel_projection.h are needed because the regular
ones are also used as helper functions for environment map sampling.
Reviewers: #cycles, sergey
Reviewed By: #cycles, sergey
Subscribers: dingto, sergey, brecht
Differential Revision: https://developer.blender.org/D960
|
|
This patch makes Cycles ignore the time spent in BVH construction etc. when
estimating the remaining time. Considering that the remaining time is calculated
based on the average time per tile so far, as far as I understand it makes no
sense to include the preprocessing time.
Reviewers: sergey, #cycles
Reviewed By: sergey, #cycles
Subscribers: sergey
Projects: #cycles
Differential Revision: https://developer.blender.org/D895
|
|
There seems to be inconsistency in flags checks in Cycles kernel. In the interface
glossy means "Glossy Reflection" and it is properly taken into account when doing
visibility check in BVH traversal.
The check in indirect background/light emission was treating this flags as "any of
glossy reflection or transmission" which is kind of weird.
Made it so emission code follows ray visibility assumptions in other parts of the
kernel now.
|
|
Basically the title tells it all, now Cycles uses proper clipping plane,
matching other render engines.
|
|
|
|
Really stupid issue caused by typo in bitfield bit lead to bit conflict,
Not sure how it was done, could be some bad merge conflict resolve in the
original commit or just pure man stupidnes.
This is a nice example when having set of small test render scenes hooked
to the ctest would really help.
It's probably not that stopper issue (even tho still quite bad) since it
was made 2 months ago. But if we ever do 'a' this time it's a nice change
to include.
|
|
|
|
It's apparently not nice to access 0th element of zero-size vector in C++.
|
|
Overview this in one of the previous BVH commits.
|
|
This way we'll notice that leaf splitting didn't happen correct pretty easily
in debug builds.
There'll be absolutely no impact on release builds.
|
|
This commit enables BVH leaf nodes split by the primitive type and makes it
so BVH traversal code is now aware and benefits from this.
As was mentioned in original commit, this change is crucial to be able to do
single ray to multiple triangle intersection. But it also appears to give
barely visible speedup in some scene.
In any case there should be no noticeable slowdown, and this change is what
we need to have anyway.
|
|
Use variables allocated in the stack and avoid heap allocation which should make
leaf splitting code a bit faster.
|
|
The idea of this change is make it possible to split leaf nodes by primitive
type, making leaf containing primitives of the same type.
This would become handy when working on a single ray to multiple triangles
intersection code, plus with careful implementation it might give some extra
benefits on BVH traversal code by avoiding primitive type fetch and check for
each primitive in the node. But that's a bit tricky to have benefits on this
change only because depth of BVH increases.
This option is not exposed to the interface at all and not used even secretly,
the commit is only needed to help working further in this direction without
messing around with local patches and worrying of them running out of date.
|
|
|
|
For CPU it gives available instructions set (SSE, AVX and so).
For GPU CUDA it reports most of the attribute values returned by
cuDeviceGetAttribute(). Ideally we need to only use set of those
which are driver-specific (so we don't clutter system info with
values which we can get from GPU specifications and be sure they
stay the same because driver can't affect on them).
|
|
|
|
Was a conflict in headers between clew and util_optimization.h.
|
|
|
|
OpenCL apparently does not support templates, so the idea of generic
function for swapping is a bit of a failure. Now it is either inlined
into the code (in triangle intersection) or has specific implementation
for QBVH.
This is probably even better, because we can't create QBVH-specific
function in util_math anyway.
|
|
|
|
This commit contains all the tweaks which were missing in initial patch
re-integration from the standalone Cycles repository.
This commit also contains an utility cmake macro to help linking targets
with different libraries for release/debug builds, the name currently is
target_link_libraries_decoupled
it gets a target and list of libraries and makes sure debug builds are
using libraries with "_d" suffix.
After all this changes it'll hopefully be easier to interchange patches
between blender and standalone repositories, because they're now quite
identical.
|
|
Ensure AVX/AVX2 is not used when Cycles is configured with
WITH_CPU_SSE set to OFF.
|
|
This way it is now possible to use gflags >= 2.1, where all the
functions were moved from google to gflags namespace.
This isn't currently used in blender, but for standalone repository
this change is essential.
|
|
Made it a dedicated macro to link release/debug targets against lib/lib_d
libraries which helps keeping code a bit more clean.
Also made it so MSVC is now happy about building debug Cycles with OSL
support.
Reshuffled code a bit and put some comments about what's going on, which
should make it a bit more clear.
|
|
For SSE checks still could be decoupled to be able to compile SSE2
kernel and not SSE4 depending on the CPU or so.
|
|
|
|
This applies to an application comiling from the standalone Cycles repository
only.
There's still lack of proper install target, so currently pthreads
library is to be copied next to cycles.exe manually.
|
|
This is what was handy troubleshooting issues in the studio,
plus this is exactly the same thing which would be helpful
when solving issues with paths to compiled shaders and cubins
for standalone repository.
|
|
This commit generalizes logging module a little bit in making it possible to use
Glog logging in standalone Cycles repository.
|
|
|
|
Basic idea is to check whether OIIO is compiled with embedded PugiXML parser
and if so use PugiXML from OIIO, otherwise find a standalone PugiXML library.
|
|
|