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2022-10-07EEVEE: Move reflection clip plane to local storageClément Foucault
This avoid dependency with the draw view.
2022-10-07DRW: Move CameraTexCoFactors to engine specific storageClément Foucault
This is part of the effor to simplify the View struct in order to implement multiview rendering. The CameraTexCoFactors being only valid for a single view, and being only used in very few places, it make sense to move it to the engine side.
2022-10-03Cleanup: spelling in commentsCampbell Barton
Also replace "dm" for evaluated mesh in some comments.
2022-09-16Revert "EEVEE: Fix volumetric resolve in large scenes."Jeroen Bakker
This reverts commit 34051fcc12f388375697dcfc6da53e9909058fe1. Although for normal use this doesn't make a difference. But when working with huge scenes and volumetrics + NVIDIA it made a work-around not possible anymore. For the heist production we added a fix on the render-farm (enable GPU workarounds). {rB34051fcc12f388375697dcfc6da53e9909058fe1} made another work-around not accessible anymore and it and was requested to revert this change.
2022-09-16Cleanup: spelling in commentsCampbell Barton
2022-09-13EEVEE: Fix volumetric resolve in large scenes.Jeroen Bakker
On NVIDIA volumetric resolve failed for large production scenes. The result would remove most color from the final render. The cause seems to be a faulty driver. This change ported the fragment shader to a compute shader which would select a different compiler branch and didn't show the error.
2022-09-09Cleanup: spelling in commentsCampbell Barton
2022-06-30Cleanup: spelling in commentsCampbell Barton
2022-06-07Cleanup: spelling in comments, additional white spaceCampbell Barton
2022-06-01Cleanup: spelling in comments, use doxy sectionsCampbell Barton
2022-05-12Merge branch 'blender-v3.2-release'Jacques Lucke
2022-05-12Fix T97380 EEVEE: Weird motion-blur on curvesClément Foucault
This was caused by the `mb_data->obmat[]` being wrong because they are now shared between the particle system and the object. But Hair need the dupli parent matrix instead of the object matrix. Disabling `Show Emitter` option fixes the bug. To avoid this problem, request a different `EEVEE_ObjectMotionData` for particle systems using a different key pointer in the hash. This is a bit dirty but there is less code polution using this workaround. Differential Revision: https://developer.blender.org/D14911
2022-05-09Merge branch 'blender-v3.2-release'Jeroen Bakker
2022-05-07Fix T97796 EEVEE: Regression: Alpha clipped materials rendered as alpha hashedClément Foucault
This was because the alpha clip thresholding was previously done in the material nodes codegen. Now it is the responsibility of the engine to implement it. This adds a loose uniform that is set by EEVEE itself to control the clip behavior.
2022-05-03Cleanup: spelling in commentsCampbell Barton
2022-04-19DRW: Centralize smoke domain texture managementClément Foucault
This code was duplicated in multiple engines. Now it is the draw manager responsability to manage the throwaway fluid textures.
2022-04-15EEVEE: Support disabling all lightprobe object contribution in viewportClément Foucault
This is supported throught the visibility toggle. The light cache will then only be used for world lighting. This is the behavior as light objects.
2022-04-14GPU: Make nodetree GLSL Codegen render engine agnosticClément Foucault
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl` files. It defines a clear interface to evaluate the closure nodes leaving more flexibility to the render engine. Some of the long standing workaround are fixed: - bump mapping support is no longer duplicating a lot of node and is instead compiled into a function call. - bump rewiring to Normal socket is no longer needed as we now use a global `g_data.N` for that. Closure sampling with upstread weight eval is now supported if the engine needs it. This also makes all the material GLSL sources use `GPUSource` for better debugging experience. The `GPUFunction` parsing now happens in `GPUSource` creation. The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type agnostic. Is has also been rewritten in C++. This patch changes a view behavior for EEVEE: - Mix shader node factor imput is now clamped. - Tangent Vector displacement behavior is now matching cycles. - The chosen BSDF used for SSR might change. - Hair shading may have very small changes on very large hairs when using hair polygon stripes. - ShaderToRGB node will remove any SSR and SSS form a shader. - SSS radius input now is no longer a scaling factor but defines an average radius. The SSS kernel "shape" (radii) are still defined by the socket default values. Appart from the listed changes no other regressions are expected.
2022-04-14Cleanup: unused argument warningCampbell Barton
2022-04-14Cleanup: Further hair to curves renamingHans Goudey
These were missed in previous passes. Also remove some logic in `draw_hair.c` that was redundant after f31c3f8114616bb8964c8e7.
2022-04-14Curves: Split curve EEVEE/workbench functions from particle hairHans Goudey
The GPU evaluation for curves will have to change significantly from the current particle hair drawing code, due to its more general use cases and support for more curve types. To simplify that process and avoid introducing regressions for the rendering of hair particle systems, this commit splits drawing functions for the curves object and particle hair. The changes are just inlining of functions and copying code where necessary. Differential Revision: https://developer.blender.org/D14576
2022-04-04Cleanup: ensure space after file named in headersCampbell Barton
Add blank lines after file references to avoid them being interpreted as doc-strings the following declarations.
2022-02-22Merge branch 'blender-v3.1-release'Jacques Lucke
2022-02-22Fix T93784: text and curve objects have no motion blurJacques Lucke
Previously, objects and geometries were mapped between frames using different hash tables in a way that is incompatible with geometry instances. That is because the geometry mapping happened without looking at the `persistent_id` of instances, which is not possible anymore. Now, there is just one mapping that identifies the same object at multiple points in time. There are also two new caches for duplicated vbos and textures used for motion blur. This data has to be duplicated, otherwise it would be freed when another time step is evaluated. This caching existed before, but is now a bit more explicit and works for geometry instances as well. Differential Revision: https://developer.blender.org/D13497
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-02-07Curves: Rename "Hair" types, variables, and functions to "Curves"Hans Goudey
Based on discussions from T95355 and T94193, the plan is to use the name "Curves" to describe the data-block container for multiple curves. Eventually this will replace the existing "Curve" data-block. However, it will be a while before the curve data-block can be replaced so in order to distinguish the two curve types in the UI, "Hair Curves" will be used, but eventually changed back to "Curves". This patch renames "hair-related" files, functions, types, and variable names to this convention. A deep rename is preferred to keep code consistent and to avoid any "hair" terminology from leaking, since the new data-block is meant for all curve types, not just hair use cases. The downside of this naming is that the difference between "Curve" and "Curves" has become important. That was considered during design discussons and deemed acceptable, especially given the non-permanent nature of the somewhat common conflict. Some points of interest: - All DNA compatibility is lost, just like rBf59767ff9729. - I renamed `ID_HA` to `ID_CV` so there is no complete mismatch. - `hair_curves` is used where necessary to distinguish from the existing "curves" plural. - I didn't rename any of the cycles/rendering code function names, since that is also used by the old hair particle system. Differential Revision: https://developer.blender.org/D14007
2022-01-25Cycles: add Point Info nodeBrecht Van Lommel
With (center) position, radius and random value outputs. Eevee does not yet support rendering point clouds, but an untested implementation of this node was added for when it does. Ref T92573
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2022-01-06Cleanup: spelling in commentsCampbell Barton
2021-12-08Cleanup: move public doc-strings into headers for 'draw'Campbell Barton
Ref T92709
2021-12-07Fix crash when switching back from render preview.Jeroen Bakker
Issue is that external engine uses the gpu info. but overwrote the instance data. The draw manager would then detect instance data and required the engine type to have a instance free callback. The solution is to save some space in the engine data to hold an empty and unused instance_data attribute to comply with `ViewportEngineData` struct.
2021-11-18Fix T92442: undo removal of Eevee cryptomatte accurate mode optionBrecht Van Lommel
The Cycles accurate mode was removed, but the Eevee option for this has a different meaning and should not have been removed. The Eevee accurate makes cryptomatte accumulate for every sample, which Cycles has always done regardless of any option.
2021-09-21Cycles: merge of cycles-x branch, a major update to the rendererBrecht Van Lommel
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-07-07Cleanup: spelling in commentsCampbell Barton
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-03-19EEVEE: Volumetrics: Add back support for light clampClément Foucault
The new clamping works by modifying the lamp internal radius which then soften the light contribution. However this does remove more light compare to the old solution. This is because the clamp now affects the light over a much larger distance since it is smoother. Old scene needs manual tweaking.
2021-03-19EEVEE: Volumetrics: Add support for soft volumetric shadowsClément Foucault
Soft surface shadows were already supported but now we support soft shadows of the volume themselves. This is only enabled if the light casts shadow and the scene soft shadows toggle is enabled.
2021-03-19EEVEE: Lights: Add Volume and diffuse light power sliderClément Foucault
This adds 2 new sliders for light objects that modulates the diffuse light and the volume light intensities. This also changes the way volume light is computed using point lamp representation. We use "Point Light Attenuation Without Singularity" from Cem Yuksel instead of the usual inverse square law.
2021-03-14Cleanup: EEVEE: Remove the horizon search layered shaderClément Foucault
This shader is of no use now that we the fullres hizbuffer.
2021-03-13EEVEE: ScreenSpaceReflections: Add back multi ray-hitpoint reuseClément Foucault
We now reuse 9 hitpoints from the neighboorhood using a blue noise sample distribution as mentionned in the reference presentation. Reusing more rays does however make some area a bit more blury. The resulting noise is quite lower compared to previous implementation which was only reusing 4 hits.
2021-03-13Cleanup: EEVEE: Remove SSR shader variationsClément Foucault
2021-03-13Cleanup: EEVEE: Remove hammersley texture and split hammersley codeClément Foucault
2021-03-10EEVEE: ScreenSpaceReflections: Add back support for planar reflectionsClément Foucault
We now have a new buffer to output reflection depth. This buffer is only usefull for non planar SSR but we use it to tag the planar rays. This also touch the raytrace algo for planars to avoid degenerate lines on vert sharp reflections.
2021-03-10EEVEE: ScreenSpaceReflections: Improve hit qualityClément Foucault
This changes the hitBuffer to store `ReflectionDir * HitTime, invPdf` just as the reference presentation. This avoids issues when the hit refinement produce a coordinate that does not land on the correct surface. We now store the pdf in the same texture and store it inversed so we can remove some ALU from the resolve shader. This also rewrite the resolve shader to not be vectorized to improve readability and scalability.
2021-03-08EEVEE: Use Fullscreen maxZBuffer instead of halfresClément Foucault
This removes the need for per mipmap scalling factor and trilinear interpolation issues. We pad the texture so that all mipmaps have pixels in the next mip. This simplifies the downsampling shader too. This also change the SSR radiance buffer as well in the same fashion.
2021-02-24Cleanup: CryptomatteLayer structure.Jeroen Bakker
Current implementation was to restricting for future enhancements where the CryptomatterLayer could be read from existing metadata.
2021-02-21Cleanup: EEVEE: Remove SSR variant with AOClément Foucault
AO is always on in this case.
2021-02-13EEVEE: Update LUT GGX generation shaderClément Foucault
This modifies the principled BSDF and the Glass BSDF which now have better fit to multiscatter GGX. Code to generate the LUT have been updated and can run at runtime. The refraction LUT has been changed to have the critical angle always centered around one pixel so that interpolation can be mitigated. Offline LUT data will be updated in another commit This simplify the BTDF retreival removing the manual clean cut at low roughness. This maximize the precision of the LUT by scalling the sides by the critical angle. I also touched the ior > 1.0 approximation to be smoother. Also incluse some cleanup of bsdf_sampling.glsl
2021-02-13EEVEE: Depth of field: New implementationClément Foucault
This is a complete refactor over the old system. The goal was to increase quality first and then have something more flexible and optimised. |{F9603145} | {F9603142}|{F9603147}| This fixes issues we had with the old system which were: - Too much overdraw (low performance). - Not enough precision in render targets (hugly color banding/drifting). - Poor resolution near in-focus regions. - Wrong support of orthographic views. - Missing alpha support in viewport. - Missing bokeh shape inversion on foreground field. - Issues on some GPUs. (see T72489) (But I'm sure this one will have other issues as well heh...) - Fix T81092 I chose Unreal's Diaphragm DOF as a reference / goal implementation. It is well described in the presentation "A Life of a Bokeh" by Guillaume Abadie. You can check about it here https://epicgames.ent.box.com/s/s86j70iamxvsuu6j35pilypficznec04 Along side the main implementation we provide a way to increase the quality by jittering the camera position for each sample (the ones specified under the Sampling tab). The jittering is dividing the actual post processing dof radius so that it fills the undersampling. The user can still add more overblur to have a noiseless image, but reducing bokeh shape sharpness. Effect of overblur (left without, right with): | {F9603122} | {F9603123}| The actual implementation differs a bit: - Foreground gather implementation uses the same "ring binning" accumulator as background but uses a custom occlusion method. This gives the problem of inflating the foreground elements when they are over background or in-focus regions. This is was a hard decision but this was preferable to the other method that was giving poor opacity masks for foreground and had other more noticeable issues. Do note it is possible to improve this part in the future if a better alternative is found. - Use occlusion texture for foreground. Presentation says it wasn't really needed for them. - The TAA stabilisation pass is replace by a simple neighborhood clamping at the reduce copy stage for simplicity. - We don't do a brute-force in-focus separate gather pass. Instead we just do the brute force pass during resolve. Using the separate pass could be a future optimization if needed but might give less precise results. - We don't use compute shaders at all so shader branching might not be optimal. But performance is still way better than our previous implementation. - We mainly rely on density change to fix all undersampling issues even for foreground (which is something the reference implementation is not doing strangely). Remaining issues (not considered blocking for me): - Slight defocus stability: Due to slight defocus bruteforce gather using the bare scene color, highlights are dilated and make convergence quite slow or imposible when using jittered DOF (or gives ) - ~~Slight defocus inflating: There seems to be a 1px inflation discontinuity of the slight focus convolution compared to the half resolution. This is not really noticeable if using jittered camera.~~ Fixed - Foreground occlusion approximation is a bit glitchy and gives incorrect result if the a defocus foreground element overlaps a farther foreground element. Note that this is easily mitigated using the jittered camera position. |{F9603114}|{F9603115}|{F9603116}| - Foreground is inflating, not revealing background. However this avoids some other bugs too as discussed previously. Also mitigated with jittered camera position. |{F9603130}|{F9603129}| - Sensor vertical fit is still broken (does not match cycles). - Scattred bokeh shapes can be a bit strange at polygon vertices. This is due to the distance field stored in the Bokeh LUT which is not rounded at the edges. This is barely noticeable if the shape does not rotate. - ~~Sampling pattern of the jittered camera position is suboptimal. Could try something like hammersley or poisson disc distribution.~~Used hexaweb sampling pattern which is not random but has better stability and overall coverage. - Very large bokeh (> 300 px) can exhibit undersampling artifact in gather pass and quite a bit of bleeding. But at this size it is preferable to use jittered camera position. Codewise the changes are pretty much self contained and each pass are well documented. However the whole pipeline is quite complex to understand from bird's-eye view. Notes: - There is the possibility of using arbitrary bokeh texture with this implementation. However implementation is a bit involved. - Gathering max sample count is hardcoded to avoid to deal with shader variations. The actual max sample count is already quite high but samples are not evenly distributed due to the ring binning method. - While this implementation does not need 32bit/channel textures to render correctly it does use many other textures so actual VRAM usage is higher than previous method for viewport but less for render. Textures are reused to avoid many allocations. - Bokeh LUT computation is fast and done for each redraw because it can be animated. Also the texture can be shared with other viewport with different camera settings.