Age | Commit message (Collapse) | Author |
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Previously this would be enabled when threads were used, but threads are now
basically always in use so there is no point. Further, this is only needed for
guarded allocation with --debug-memory which is not performance critical.
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The previous naming scheme for the "selected to active" baking options
lead to confusion and they were not describing what they actually did.
To remedy this, I've added a new settings that does what the older setting implied it did.
Reviewed By: Brecht, Dalai, Andy Davies
Differential Revision: http://developer.blender.org/D7733
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There should be no user visible change from this, except that tile size
now affects performance. The goal here is to simplify bake denoising in
D3099, letting it reuse more denoising tiles and pass code.
A lot of code is now shared with regular rendering, with the two main
differences being that we read some render result passes from the bake API
when starting to render a tile, and call the bake kernel instead of the
path trace kernel.
With this kind of design where Cycles asks for tiles from the bake API,
it should eventually be easier to reduce memory usage, show tiles as
they are baked, or bake multiple passes at once, though there's still
quite some work needed for that.
Reviewers: #cycles
Subscribers: monio, wmatyjewicz, lukasstockner97, michaelknubben
Differential Revision: https://developer.blender.org/D3108
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Surrounding includes with an 'extern "C"' block is not necessary anymore.
Also that made it harder to add any C++ code to some headers, or include headers
that have "optional" C++ code like `MEM_guardedalloc.h`.
I tested compilation on linux and windows (and got help from @LazyDodo).
If this still breaks compilation due to some linker error, the header containing
the symbol in question is probably missing an 'extern "C"' block.
Differential Revision: https://developer.blender.org/D7653
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- Pass in return arguments last.
- Pass in RGBA as a vector.
- Use boolean return argument.
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Makes it more clear that code using this is related to the RNA
integration of a type.
Part of T74432.
Also ran clang-format on affected files.
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Problem is that the RenderEngines will change the RenderData cfra when
rendering (when time remapping is used -- at least workbench/eevee/
gpencil do a combination of BKE_scene_frame_get() plus
RE_GetCameraWindow() which alters the RenderData cfra).
Later on in the pipeline, the Compositor will use this RenderData cfra
to determine the output file name for the FileOutput node. (In contrast
to this, the 'regular' Output will use the Scene's RenderData -- not the
Render's -- cfra [which hasnt been altered])
It is not entirely clear why RE_GetCameraWindow was setting the cfra on
the Render, but it appears to be legacy OGL rendering related and is not
needed anymore.
Removing this will keep the cfra as needed for the Compositor FileOutput
node.
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To indicate if the render engine supports rendering a stereo 3D viewport.
This is not currently supported for Cycles.
Fixes T62582
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This patch adds new render passes to EEVEE. These passes include:
* Emission
* Diffuse Light
* Diffuse Color
* Glossy Light
* Glossy Color
* Environment
* Volume Scattering
* Volume Transmission
* Bloom
* Shadow
With these passes it will be possible to use EEVEE effectively for
compositing. During development we kept a close eye on how to get similar
results compared to cycles render passes there are some differences that
are related to how EEVEE works. For EEVEE we combined the passes to
`Diffuse` and `Specular`. There are no transmittance or sss passes anymore.
Cycles will be changed accordingly.
Cycles volume transmittance is added to multiple surface col passes. For
EEVEE we left the volume transmittance as a separate pass.
Known Limitations
* All materials that use alpha blending will not be rendered in the render
passes. Other transparency modes are supported.
* More GPU memory is required to store the render passes. When rendering
a HD image with all render passes enabled at max extra 570MB GPU memory is
required.
Implementation Details
An overview of render passes have been described in
https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses
Future Developments
* In this implementation the materials are re-rendered for Diffuse/Glossy
and Emission passes. We could use multi target rendering to improve the
render speed.
* Other passes can be added later
* Don't render material based passes when only requesting AO or Shadow.
* Add more passes to the system. These could include Cryptomatte, AOV's, Vector,
ObjectID, MaterialID, UV.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D6331
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This allows for more flexibility in Compositing compared to the
hardcoded alpha-over that is currently used.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6829
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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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We can not access ensured-to-be-evaluated dependency graph from the
render API: some of it is running from within evaluation which makes
it possible for engines to access list of evaluated IDs.
Solved by passing dependency graph to viewport functions, similar to
the final render functions.
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Allows to extend that code more easily.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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* EEVEE support through irradiance volume and light probe.
* New shader ball shape (designed by Robin Marin).
* New cloth and liquid shapes, removed monkey.
* Replace world sphere by toggle to use world for any shape.
* Slight bevel on cube.
* More subdivision for displacement preview.
* Fixed and improved UV mapping for all shapes.
* Material icon / asset preview now uses specified shape instead of always
a sphere. So for example hair material can be displayed as hair.
Ref T57683
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Rename for Camera, View3D (also CameraParams & Render not DNA)
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Replace legacy view matrix access with same one used by Eevee.
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The problem here was that when a render result is allocated, the standard render passes are added according to the
pass bitfield. Then, when the render engine sets the result, it adds the additional passes which are then merged
into the main render result.
However, when using Save Buffers, the EXR is created before the actual render starts, so it's missing all those
additional passes.
To fix that, we need to query the render engine for a list of additional passes so they can be added before the EXR
is created. Luckily, there already is a function to do that for the node editor.
The same needs to be done when the EXR is loaded back.
Due to how that is implemented though (Render API calls into engine, engine calls back for each pass), if we have
multiple places that call this function there needs to be a way to tell which one the call came from in the pass
registration callback. Therefore, the original caller now provides a callback that is called for each pass.
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Without this clang-format may wrap them onto a single line.
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Basically what we address here is to make sure the active object and the cage
are not interferring with the baking result (e.g., when baking Combined).
To do so, we take advantage of the fact that we create our own depsgraph
for baking. So now we can change the cowed objects, instead of the
original ones.
Note: There is still a way to get a crash. If you try to bake from
selected to active when is_cage, but with no cage object, we get an
assert:
```
BLI_assert failed: //source/blender/blenkernel/intern/DerivedMesh.c
mesh_calc_modifiers(), at
(((Mesh *)ob->data)->id.tag & LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT) == 0
```
We can bypass this by passing ob_low instead of ob_low_eval to
bake_mesh_new_from_object on object_bake_api.c:847 . But then the edge
split modifier change will take no effect.
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Since we started using looptris we no longer need a triangulation
modifier in the highpoly object. In fact having was causing a bug
where baking would be utterly broken.
This fix normal baking. Combined pass still needs a fix to hide the
objects during baking.
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Currently this is possible after built-in images are loaded in memory.
Allows to save memory used by dependency graph and copy-on-write.
In practice this lowers peak system memory usage from 52GB to 42GB on
a production file of spring 03_035_A.lighting.
Note, that this only applies to F12 and command line renders.
Bigger note, that this optimization is currently only possible if
there are no grease pencil objects to be rendered.
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This option make the internal render size larger than the output size in
order to minimize screenspace effects disapearing at the render edges.
The overscan size added around the render is the maximum dimension
multiplied by the overscan percentage.
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Reviewers: brecht
Maniphest Tasks: T57247
Differential Revision: https://developer.blender.org/D3800
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Differential Revision: https://developer.blender.org/D3736
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With the removal of blender internal, the texture preview had to be
rewritten. Now we evaluate and write the texture directly to the
preview buffer instead of going through the renderer.
Differential Revision: https://developer.blender.org/D3670
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