Age | Commit message (Collapse) | Author |
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D5249
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The issue was caused by un-initialized local storage for volume
intersection hits which are supposed to be stored in per-thread
KernelGlobals.
Fix is to make thread_shader() be the same as thread_render() in
respect of KernelGlobals.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5230
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Was caused by ray direction becoming NaN after some of the bounces.
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The issue was in the optimization code path for opaque shadow rays
which was wrongly considering all primitives in the node to have
same visibility flags.
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We want users to go to the current version for their current version
when possible if not point to latest.
/dev should really only be for development related work. End users
should not be browsing /dev unless they are reading about upcoming
features ahead of time.
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Now it works again like 2.7, rather than objects disappearing from camera
rays when both options are on.
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It's found in the Sampling > Advanced panel and 0 by default. This helps to
reduce noise in some scenes, while making others slower.
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Before this change doing something like `--verbose 10 --debug-cycles`
did not properly set verbosity, only using those arguments in an other
way around was leading to a correct verbosity level.
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This is not supported, meshes do not exist in the BVH before displacement.
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Am not even sure that it is possible to use fstrings at all when UI
translation is required (that is, is a sensible, reasonable way that
does not make things even more complicated than they already are), but
one thing is certain, this won't be trivial to get it working, so
definitively not a job for now.
Instead just do not use fstrings for UI translatable strings.
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Became obsolete/unused after recent fix.
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This reverts commit 7c9f64d00835:
"Fix T63766: Multiresolution behavior when using crease edge"
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Switch to Gregory basis patches which are tangent continuous across their
boundaries.
Originally we've used BSpline basis patches to be more compatible with the
old subdivision code, but a lot of things changed anyway.
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When compute preemption is available we schedule more work which is more
efficient. However the CUDA driver appears to be incorrectly reporting this as
unavailable, even though it should be supported starting with Windows 10 1803
and Pascal and Turing (10x0 and 20x0) graphics cards.
This reduces render time by about a 25% difference on our benchmark scenes. On
Linux compute preemption appears to be reported correctly.
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Replace relative threshold for pseudo inverse in sharp remeshing modifier with
0.1 as proposed in the original paper.
Also change pseudo-inverse implementation that works with dynamic heap-allocated
matrix to static 3x3 version, for performance
Differential Revision: https://developer.blender.org/D5078
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This is enabled with bl_use_eevee_viewport = True. It allows external engines
to generate an Cycles/Eevee shader node setup to emulate their materials in
the realtime viewport, or to leave it to users to do manually.
Removed bl_use_exclude_layers and bl_use_shading_nodes that did nothing
anymore. This should not break API compatibility, any scripts setting those
should continue to work the same as before.
Also adds descriptions for some RenderEngine settings.
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This reverts commit 935c9ab0de1ce3d36f93ce5aeee5d0f82d6f2591.
Clang-tidy was making unrelated *fixes*.
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On GPUs that support it, we now present OpenGL contents via CAMetalLayer. This
fixes frame skipping issues found in T60043. If the system does not have a Metal
capable GPU, NSOpenGLView will continue to be used.
Patch by Tomoaki Kawada, with some changes by Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D4619
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Previously, bright edges (e.g. caused by rim lighting) would sometimes get
halos around them after denoising.
This change introduces a log(1+x) highlight compression step that is performed
before denoising and reversed afterwards. That way, the denoising algorithm
itself operates in the compressed space and therefore bright edges cause less
numerical issues.
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Don't rely on indirect header includes.
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