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This adds support for rendering motion blur for volumes, using their
velocity field. This works for fluid simulations and imported VDB
volumes. For the latter, the name of the velocity field can be set per
volume object, with automatic detection of velocity fields that are
split into 3 scalar grids.
A new parameter is also added to scale velocity for more artistic control.
Like for Alembic and USD caches, a parameter to set the unit of time in
which the velocity vectors are expressed is also added. For Blender gas
simulations, the velocity unit should always be in seconds, so this is
only exposed for volume objects which may come from external OpenVDB
files.
These parameters are available under the `Render` panels for the fluid
domain and the volume object data properties respectively.
Credits: kernel advection code from Tangent Animation's Blackbird based
on earlier work by Geraldine Chua
Differential Revision: https://developer.blender.org/D14629
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Noticed while looking into oneAPI patch.
Seems to be unused, without clear indication why/when it might be
needed. Removing the function simplifies adding the new backend.
Differential Revision: https://developer.blender.org/D14652
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Keep the existing Rec.709 fit and convert to other colorspace if needed, it
seems accurate enough in practice, and keeps the same performance for the
default case.
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From changes in 869a46df2980, ref D14454
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Bonus: Added docs for `--debug-ghost`.
Differential Revision: https://developer.blender.org/D14610
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This can be useful to match transforms to what native Cycles
would see in Blender, as USD typically uses centimeters, but
Blender uses meters. This patch also fixes the hardcoded focal
length multiplicator, which is now using the same units as
everything else. Default of "stageMetersPerUnit" is 0.01 to match
the USD default of centimeters.
Differential Revision: https://developer.blender.org/D14630
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Also ensure space around text in C-comment blocks.
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Propagate the fp settings from the main thread to all the worker threads (the fp settings includes the FZ settings among other things) - this guarantees consistency in execution of floating point math regardless if its executed in tbb thread arena or on main thread
Add FZ mode to arm64/aarch64 in parallel to the way its been done on intel processors, currently compiling for arm target does not set this mode at all, hence potentially runs slower and with possible results mismatch with intel x86.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14454
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This is not currently working, reverting until the driver/compiler has a fix.
This reverts commit c46e58817cd72d1481967d32e3c6f47f42933d39.
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* Don't assume the display colorspace name fully defines the transform
to display space, this is not true in OpenColorIO 2 where view transforms
may be defined in more complexs ways than just specifying a colorspace.
* In places where we need to store the display colorspace name, resolve
<USE_DISPLAY_NAME> token manually.
Ref T96590
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Did not affect Blender, but could happen with other integrations.
Differential Revision: https://developer.blender.org/D14538
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As far as I can see, it makes a lot of sense to have the alpha channel here, it matches the 2.x behavior and also matches what Eevee is doing.
Differential Revision: https://developer.blender.org/D14595
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Use the Extend method for these, as these do not work correctly. For UVs
it's better to extend the UVs from the same face, and for tangent space
the normals should be encoded in a matching tangent space.
Later the Adjacent Faces method might be improved to support these cases.
Ref T96977
Differential Revision: https://developer.blender.org/D14572
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Didn't notice this to have real harmful behavior, but is still best
to do things properly.
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Currently, only Lightgroups that exist in the current view layer can be
selected from object or world properties.
The internal UI code already has support for search fields that accept
unknown input, so I just added that to the API and use it for lightgroups.
When a lightgroup is entered that does not exist in the current view layer
(e.g. because it's completely new, because the view layer was switched or
because it was deleted earlier), a new button next to it becomes active and
adds it to the view layer when pressed.
Differential Revision: https://developer.blender.org/D14540
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* Add missing GLEW and hgiGL libraries for Hydra
* Fix wrong case sensitive include
* Fix link errors by adding external libs to static Hydra lib
* Work around weird Hydra link error with MAX_SAMPLES
* Use Embree by default for Hydra
* Sync external libs code with standalone
* Update version number to match Blender
* Remove unneeded CLEW/GLEW from test executable
None of this should affect Cycles in Blender.
Ref T96731
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Change uses of "Hair" in Render Settings UI in the property editor
and the "Hair Info" node to use the "Curves" name to reflect the
design described in T95355, where hair is just a use case of a more
general curves data type.
While these settings still affect the particle hair system,
the idea is that if we have to choose one naming scheme to align
with, we should choose the option that aligns with future plans
and current development efforts, especially since the particle
system is considered a legacy feature.
A few notes:
- "Principled Hair BSDF" is not affected since it's meant for hair.
- Python API property identifiers are not affected.
Differential Revision: https://developer.blender.org/D14573
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Differential Revision: https://developer.blender.org/D14471
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This revision allows to specify CUDA host compiler (nvcc's -ccbin command
line option) when configuring the build. It addresses the case where the
C/C++ compiler to be used in CUDA toolchain should be different from the
default C/C++ compiler, for instance in case of compilers versions conflicts
or multiple installed compilers.
The new CMake option is named `CUDA_HOST_COMPILER` and can be used as follows:
`cmake -DCUDA_HOST_COMPILER=<path-to-host-compiler>`
If the option is not specified, the build configuration behaves as previously.
Differential Revision: https://developer.blender.org/D14248
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This commit furthers some of the changes that were started in
rBb9febb54a492 and subsequent commits by changing the way surface
objects are presented to render engines and other users of evaluated
objects in the same way. Instead of presenting evaluated surface objects
as an `OB_SURF` object with an evaluated mesh, `OB_SURF` objects
can now have an evaluated geometry set, which uses the same system
as other object types to deal with multi-type evaluated data.
This clarification makes it more obvious that lots of code that dealt
with the `DispList` type isn't used. It wasn't before either, now it's
just *by design*. Over 1100 lines can be removed. The legacy curve
draw cache code is much simpler now too. The idea behind the further
removal of `DispList` is that it's better to focus optimization efforts
on a single mesh data structure.
One expected functional change is that the evaluated mesh from surface
objects can now be used in geometry nodes with the object info node.
Cycles and the OBJ IO tests had to be tweaked to avoid using evaluated
surface objects instead of the newly exposed mesh objects.
Differential Revision: https://developer.blender.org/D14550
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Stumbled over the `integrate_surface_volume_only_bounce` kernel
function not returning the right type. The others too showed up as
warnings when building Cycles as a standalone which didn't have
those warnings disabled.
Differential Revision: https://developer.blender.org/D14558
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Adds support for linking with some of the dependencies of a USD
build instead of the precompiled libraries from Blender, specifically
OpenSubdiv, OpenVDB and TBB. Other dependencies keep using the
precompiled libraries from Blender, since they are linked statically
anyway so it does't matter as much. Plus they have interdependencies
that are difficult to resolve when only using selected libraries from
the USD build and can't simply assume that USD was built with all
of them.
This patch also makes building the Hydra render delegate via the
standalone repository work and fixes various small issues I ran into
in general on Windows (e.g. the use of both fixed paths and
`find_package` did not seem to work correctly). Building both the
standalone Cycles application and the Hydra render delegate at the
same time is supported now as well (the paths in the USD plugin JSON
file are updated accordingly).
All that needs to be done now to build is to specify a `PXR_ROOT`
or `USD_ROOT` CMake variable pointing to the USD installation,
everything else is taken care of automatically (CMake targets are
loaded from the `pxrTargets.cmake` of USD and linked into the
render delegate and OpenSubdiv, OpenVDB and TBB are replaced
with those from USD when they exist).
Differential Revision: https://developer.blender.org/D14523
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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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