Age | Commit message (Collapse) | Author |
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Add ccl_gpu_kernel_postfix as a statement macro to prevent the following
declarations from being indented.
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The initial commit only wrote direct and indirect lighting into the lightgroup passes,
but not rays that directly hit the light source itself.
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This patch re-adds the shading menu to lights to allow people to use lights in light groups.
This patch also hides all settings in the shading menu that are not useful for the light object.
Reviewed By: lukasstockner97
Maniphest Tasks: T96973
Differential Revision: https://developer.blender.org/D14527
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Light groups are a type of pass that only contains lighting from a subset of light sources.
They are created in the View layer, and light sources (lamps, objects with emissive materials
and/or the environment) can be assigned to a group.
Currently, each light group ends up generating its own version of the Combined pass.
In the future, additional types of passes (e.g. shadowcatcher) might be getting their own
per-lightgroup versions.
The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render
engines could make use of it in the future.
Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup
in the View Layer and the name that's set in an object's settings must match for it to be
included.
Currently, changing a Lightgroup's name does not update objects - this is planned for the
future, along with other features such as denoising for light groups and viewing them in
preview renders.
Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97).
Differential Revision: https://developer.blender.org/D12871
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Also solves two warnings from the previous similar commit,
f688e3cc3130e70e77f0bb0. The change to the grease pencil
modifier is quite suspicious, but doesn't change the behavior,
which was already broken.
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Currently there are no functional changes.
Preparing for an upcoming oneAPI integration where such separation
in types is needed.
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Increases flexibility of code-generation for kernel entry points.
Currently no functional changes, preparing for integration with oneAPI.
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Should be no functional changes.
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Reduce register pressure.
Helps with kernel compile time and render time.
Should be no functional changes.
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This adds support for selective rendering of caustics in shadows of refractive
objects. Example uses are rendering of underwater caustics and eye caustics.
This is based on "Manifold Next Event Estimation", a method developed for
production rendering. The idea is to selectively enable shadow caustics on a
few objects in the scene where they have a big visual impact, without impacting
render performance for the rest of the scene.
The Shadow Caustic option must be manually enabled on light, caustic receiver
and caster objects. For such light paths, the Filter Glossy option will be
ignored and replaced by sharp caustics.
Currently this method has a various limitations:
* Only caustics in shadows of refractive objects work, which means no caustics
from reflection or caustics that outside shadows. Only up to 4 refractive
caustic bounces are supported.
* Caustic caster objects should have smooth normals.
* Not currently support for Metal GPU rendering.
In the future this method may be extended for more general caustics.
TECHNICAL DETAILS
This code adds manifold next event estimation through refractive surface(s) as a
new sampling technique for direct lighting, i.e. finding the point on the
refractive surface(s) along the path to a light sample, which satisfies Fermat's
principle for a given microfacet normal and the path's end points. This
technique involves walking on the "specular manifold" using a pseudo newton
solver. Such a manifold is defined by the specular constraint matrix from the
manifold exploration framework [2]. For each refractive interface, this
constraint is defined by enforcing that the generalized half-vector projection
onto the interface local tangent plane is null. The newton solver guides the
walk by linearizing the manifold locally before reprojecting the linear solution
onto the refractive surface. See paper [1] for more details about the technique
itself and [3] for the half-vector light transport formulation, from which it is
derived.
[1] Manifold Next Event Estimation
Johannes Hanika, Marc Droske, and Luca Fascione. 2015.
Comput. Graph. Forum 34, 4 (July 2015), 87–97.
https://jo.dreggn.org/home/2015_mnee.pdf
[2] Manifold exploration: a Markov Chain Monte Carlo technique for rendering
scenes with difficult specular transport Wenzel Jakob and Steve Marschner.
2012. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages.
https://www.cs.cornell.edu/projects/manifolds-sg12/
[3] The Natural-Constraint Representation of the Path Space for Efficient
Light Transport Simulation. Anton S. Kaplanyan, Johannes Hanika, and Carsten
Dachsbacher. 2014. ACM Trans. Graph. 33, 4, Article 102 (July 2014), 13 pages.
https://cg.ivd.kit.edu/english/HSLT.php
The code for this samping technique was inserted at the light sampling stage
(direct lighting). If the walk is successful, it turns off path regularization
using a specialized flag in the path state (PATH_MNEE_SUCCESS). This flag tells
the integrator not to blur the brdf roughness further down the path (in a child
ray created from BSDF sampling). In addition, using a cascading mechanism of
flag values, we cull connections to caustic lights for this and children rays,
which should be resolved through MNEE.
This mechanism also cancels the MIS bsdf counter part at the casutic receiver
depth, in essence leaving MNEE as the only sampling technique from receivers
through refractive casters to caustic lights. This choice might not be optimal
when the light gets large wrt to the receiver, though this is usually not when
you want to use MNEE.
This connection culling strategy removes a fair amount of fireflies, at the cost
of introducing a slight bias. Because of the selective nature of the culling
mechanism, reflective caustics still benefit from the native path
regularization, which further removes fireflies on other surfaces (bouncing
light off casters).
Differential Revision: https://developer.blender.org/D13533
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The Alembic procedural was only enabled during viewport renders
originally because it did not have any caching strategy. Now that
is does, we can allow its usage in final renders.
This also removes the `dag_eval_mode` argument passing to
`ModifierTypeInfo.dependsOnTime` which was originally added to detect if
we are doing a viewport render for enabling the procedural.
Differential Revision: https://developer.blender.org/D14520
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Doxygen doesn't require this to be set.
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Currently only supports single image frames (no animation possible).
If quality slider is set to 100 then lossless compression will be used,
otherwise lossy compression is used.
Gives about 35% reduction of filesize save when re-saving splash screens with lossless
compression.
Also saves much faster, up to 15x faster than PNG with a better compression ratio as a plus.
Note, this is currently left disabled until we have WebP libs (see T95206)
For testing precompiled libs can be downloaded from Google:
https://storage.googleapis.com/downloads.webmproject.org/releases/webp/index.html
Differential Revision: https://developer.blender.org/D1598
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Makes it easier to composite the Combined image from these passes.
Fixes T96758
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When creating a new window from a duplicated area - by shift-dragging
on corner action zones - on the Windows platform the resulting window
is initially unresponsive. This patch fixes this by releasing the parent
window's mouse capture.
See D14085 for more details.
Differential Revision: https://developer.blender.org/D14085
Reviewed by Ray Molenkamp
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Basic testing on windows only so far. Will need some testing on Linux as well
when the Linux enablement patch is ready.
Does not enable Vega APUs yet (which would be gfx902 or gfx90c).
Differential Revision: https://developer.blender.org/D14432
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Function overloading of make_float4() doesn't work since it's a macro, just
don't do this minor cleanup then.
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Explicit template specialization has to happen outside of class
definition (some compilers are more lenient). Since it is not possible to
specialize the method without also specializing the enclosing class for
all of its possible types, the method is moved outside of the class, and
specialized there.
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Example:
<alembic filepath="/tmp/cube.abc" scale="1.45">
<object path="/Cube/Cube" />
</alembic>
Differential Revision: https://developer.blender.org/D14391
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Differential Revision: https://developer.blender.org/D14426
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Use templates to optimize the CPU texture sampler to interpolate using
float for single component datatypes instead of using float4 for all types.
Differential Revision: https://developer.blender.org/D14424
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rBc1909770e7f192574ea62449dd14b4254637e604 introduced "PXR_LIB_PREFIX" for building the
dependencies, so only makes sense to use the same name in the Hydra render delegate CMake too
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This patch adds a Hydra render delegate to Cycles, allowing Cycles to be used for rendering
in applications that provide a Hydra viewport. The implementation was written from scratch
against Cycles X, for integration into the Blender repository to make it possible to continue
developing it in step with the rest of Cycles. For this purpose it follows the style of the rest of
the Cycles code and can be built with a CMake option
(`WITH_CYCLES_HYDRA_RENDER_DELEGATE=1`) similar to the existing standalone version
of Cycles.
Since Hydra render delegates need to be built against the exact USD version and other
dependencies as the target application is using, this is intended to be built separate from
Blender (`WITH_BLENDER=0` CMake option) and with support for library versions different
from what Blender is using. As such the CMake build scripts for Windows had to be modified
slightly, so that the Cycles Hydra render delegate can e.g. be built with MSVC 2017 again
even though Blender requires MSVC 2019 now, and it's possible to specify custom paths to
the USD SDK etc. The codebase supports building against the latest USD release 22.03 and all
the way back to USD 20.08 (with some limitations).
Reviewed By: brecht, LazyDodo
Differential Revision: https://developer.blender.org/D14398
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This enables the configuration to specify aliases for compatibility with other
configurations.
When a colorspace name is saved in a.blend, that is the alias of a colorspace
in the current configuration, it will show the main colorspace from the
configuration in the user interface and Python API instead.
Loading & saving the .blend file does not make any changes to the stored name,
so as to not make hidden modifications. Only when setting the property again
will the alias name be overwritten by the main colorspace name.
Fixes T96049
Differential Revision: https://developer.blender.org/D14419
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When using GradingPrimaryTransform the generated GLSL code fails to compile. The actual issue is
inside OCIO (https://github.com/AcademySoftwareFoundation/OpenColorIO/issues/1603).
The reason is that unset clamping values are rendered out as `inf`, which isn't recognizable
by GLSL.
The issue is worked around by defining a default for `inf`.
Reviewed By: brecht
Maniphest Tasks: T96502
Differential Revision: https://developer.blender.org/D14425
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Differential Revision: https://developer.blender.org/D14393
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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
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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
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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
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Mainly -Wset-but-unused-variable.
Makes default compilation on macOS way less noisy.
Differential Revision: https://developer.blender.org/D14357
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Added license headers based on the original LGPL files from:
gitlab.kuleuven.be/rob-itasc
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In HIP these masks are 64 bit, while in CUDA only 32 bit.
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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.
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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
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Follow naming from T85728.
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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
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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
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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.
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Missed some renames from HAIR to CURVES.
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