Age | Commit message (Collapse) | Author |
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Adds a descriptor for attributes that can easily be passed around and extended
to contain more data. Will be used for attributes on subdivision meshes.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2110
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My mistake in modifying the patch.
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Spotted by Mai Lavelle, thanks!
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The change didn't fix difference render result on CUDA as i've hoped,
so reverting change for GPU rendering for now.
Sorry for the noise.
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Currently cycles cannot correctly render motion blur for objects that appear or
disappear during the shutter window. Until that can be fixed properly, it may be
better to hide such particles rather than let them render as if they were
stationary for half of the frame.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2125
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This makes constant folding logs with --debug-cycles more meaningful.
A tiny fix is needed in OSL generator to match recent node refactoring.
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It is possible that compilation will fail without giving anything in the
log buffer. For this cases giving a tip about error code will be really
handy.
Patch by @Ilia, thanks!
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Very weird, but let's just fall back a bit for now.
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This changes actually lead to 2x slowdown. It's getting a bit annoying
because those are the changes to make pre-maxwell cards render with the
same speed.
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takes a long time.
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Problem was that sd->prim can be -1 for volumes and was causing check in subd
code to access out of bounds
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The problem happens because smoke collides only with the surface of the
collider and uses incompressible fluid solver. This means that scaling
the collider tries to compress or decompress fluid within the volume of
the collider, which can't be handled by the simulation. Fast rotation
likely also causes transient scaling due to emulation of arcs by chords.
This can be fixed by finding compartments completely isolated by obstacles
from the rest of the domain, and forcing total divergence within each one
to be zero so that equations are solvable. Physical validity is somewhat
dubious, but without this the solver simply breaks down.
From the physics point of view, the effect of the correction should be
similar to opening a hole from every cell to another dimension that lets
an equal amount of air to pass through to balance the change in volume.
Reviewers: miikah, lukastoenne
Reviewed By: lukastoenne
Subscribers: dafassi, scorpion81, #physics
Maniphest Tasks: T43220, T47551
Differential Revision: https://developer.blender.org/D2112
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To make the number more meaningful, also skip deduplicating
obviously unused nodes with no outgoing links.
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As a result of other folding simplifications it may happen that
two type conversion nodes end up directly connected. In some
cases it may be possible to then remove both. A realistic case
might be an optimized out Mix RGB node used to blend vectors.
It seems it's safe to optimize when B is a float3 type
(color, vector), and A is float3 or float.
Reviewers: #cycles, sergey
Reviewed By: #cycles, sergey
Subscribers: sergey
Differential Revision: https://developer.blender.org/D2134
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This is for until we'll solve issues with toolkit 8.0.
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Makes it so toolkit does exactly the same decision about what to inline,
but unfortunately it has really barely visible difference on GTX-980.
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This way we can easily switch between toolkits without worrying
whether some kernel was compiled with old or new CUDA toolkit.
It's also now possible to switch machine architecture and have
proper cached kernel detected. Not as if it happens every day,
but i did such a bitness switch back in the days :)
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It's easy to connect a simple value to output without forcing
conversion to color by using the Strength socket of Emission.
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@neXyon, mind backporting it to your upstream? :)
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Code coverage of different combinations of secondary conditions
is obviously not complete because there are so many of them, but
all main rules should be there.
The reason for CORRECT vs INVALID is that both words have the same
number of characters so calls line up, but look quite different.
Reviewers: #cycles, sergey
Reviewed By: #cycles, sergey
Subscribers: dingto, sergey, brecht
Differential Revision: https://developer.blender.org/D2130
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All the changes are mainly giving explicit tips on inlining functions,
so they match how inlining worked with previous toolkit.
This make kernel compiled by CUDA 8 render in average with same speed
as previous kernels. Some scenes are somewhat faster, some of them are
somewhat slower. But slowdown is within 1% so far.
On a positive side it allows us to enable newer generation cards on
buildbots (so GTX 10x0 will be officially supported soon).
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Reviewed By: dingto, sergey
Differential Revision: https://developer.blender.org/D2127
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These values often either turn the node into a no-op, or even make it
evaluate to 0 no matter what the other input value is, thus allowing
deletion of a branch of the node graph that otherwise is not constant.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2085
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These are complex nodes, and it's conceivable they may end up constant
in some circumstances within node groups, so folding support is useful.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2084
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This commit adds some easy to use way to check whether the graph
was properly optimized. The idea is based on using mock glog sync
which keeps track on all messages and expects specific log message
to appear in the logging.
This means each optimization step should report that it optimized
something (specifying what exactly was optimized) and what was used
for optimization.
There's also some ease-ish way to define shader networks which we
might want to make a bit more global and available for all tests
in the future.
For now only RGBToBW node is covered as an example, really hope
to get help from active guys in the community to finish covering
all existing optimization cases. Ready to fix any possible issues
with builder when needed tho :)
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Points behind camera will be flipped on projection, but that did not
happen.
This solves second issue reported at T48848.
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Subdivision options can now be found in the subsurf modifier. The modifier must
be the last in the stack or the options will be unavailable. Catmull-Clark
subdivision is still unavailable and will fallback to linear subdivision instead
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2109
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This adds support for ngons and attributes on subdivision meshes. Ngons are
needed for proper attribute interpolation as well as correct Catmull-Clark
subdivision. Several changes are made to achieve this:
- new primitive `SubdFace` added to `Mesh`
- 3 more textures are used to store info on patches from subd meshes
- Blender export uses loop interface instead of tessface for subd meshes
- `Attribute` class is updated with a simplified way to pass primitive counts
around and to support ngons.
- extra points for ngons are generated for O(1) attribute interpolation
- curves are temporally disabled on subd meshes to avoid various bugs with
implementation
- old unneeded code is removed from `subd/`
- various fixes and improvements
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2108
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The issue was caused by some NaN appearing in calculations.
Visible with scifi_armor_concept.blend from the cloud.
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This is a bit weak, but better than tagging whole mesh manager for update.
Maybe we'll solve such dual-look up in the future.
This commit finally solves T48963: Noise when changing Diffuse node to Emission node
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