Age | Commit message (Collapse) | Author |
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For Eevee the light baking can initialize OpenGL earlier, but for workbench we
can't assume the backend exists here already.
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When rendering with headless builds, show an error instead of crashing.
Previously GPU_backend_init was called indirectly from
DRW_opengl_context_create, a new function is now called from the window
manager (GPU_backend_init_once), so it's possible to check if the GPU
has a back-end.
This also disables the `bgl` Python module when building WITH_HEADLESS.
Reviewed By: fclem
Ref D15463
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See T85728
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This is supposed to hold the latest improvement from the EEVEE rewrite branch.
Note that a restart is necessary in order for the engine to appear.
The registration code is a bit convoluted as it needs to be after the WM_init.
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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
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Delay grease pencil for until after the render result is written
to the Blender side.
Differential Revision: https://developer.blender.org/D13740
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When tiled rendering was used the render result was
allocated at the end of every view layer render as
opposite of an intended end of all rendering.
Modify the render_result_end so that it only ensures
pixels are allocated if pixels are actually copied
over.
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Ref T92709
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In previous Blender version the tile highlight was stored in the
full frame (un-cropped) space. This was changed with the Cycles X
development and now the tiles and render result are always measured
relative to the cropped region.
Differential Revision: https://developer.blender.org/D12779
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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
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Need to ensure render result's pixels are allocated prior to merge.
Differential Revision: https://developer.blender.org/D12371
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Should be no visible change on user side.
Preparing for render parts removal as part of Cycles X project.
Differential Revision: https://developer.blender.org/D12317
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The idea is to only allocate pixel storage only when there is an actual
data to be written to them.
This moves the code forward a better support of high-res rendering when
pixel storage is not allocated until render engine is ready to provide
pixel data.
Is expected to be no functional changes for neither users no external
engines. The only difference is that the motion and depth passes will
be displayed as transparent for until render engine provides any tile
result (at which point the pixels will be allocated and initialized to
infinite depth).
Differential Revision: https://developer.blender.org/D12195
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This patch exposes the Cycles Alembic Procedural through the MeshSequenceCache
modifier in order to use and test it from Blender.
To enable it, one has to switch the render feature set to experimental and
activate the Procedural in the modifier. An Alembic Procedural is then
created for each CacheFile from Blender set to use the Procedural, and each
Blender object having a MeshSequenceCache modifier is added to list of objects
of the right procedural.
The procedural's parameters derive from the CacheFile's properties which are
already exposed in the UI through the modifier, although more Cycles specific
options might be added in the future.
As there is currently no cache controls and since we load all the data at the
beginning of the render session, the procedural is only available during
viewport renders at the moment. When an Alembic procedural is rendered, data
from the archive are not read on the Blender side.
If a Cycles render is not active and the CacheFile is set to use the Cycles Procedural,
bounding boxes are used to display the objects in the scene as a signal that the
objects are not processed by Blender anymore. This is standard in other DCCs.
However this does not reduce the memory usage from Blender as the Alembic data
was already loaded either during an import or during a .blend file read.
This is mostly a hack to test the Cycles Alembic procedural until we have a
better Blender side mechanism for letting renderers load their own geometry,
which will be based on import and export settings on Collections (T68933).
Ref T79174, D3089
Reviewed By: brecht, sybren
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D10197
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In this bug report it resulted in rendering animations stopping too early,
but this affected more areas.
After the previous cleanup commit, it becomes clear that frame and ctime
values were mixed up.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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Some warnings remain that require larger changes.
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We weren't clearing the recalc flags for that case.
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Some persistent data code was disable due to a deeper design issue, which
meant some updates were not communicated to renderers.
Dependency graph updates work in two passes, once where Blender scene
animation updates are done, then app handler scripts can run to make further
scene modifications, and then the depsgraph is updated again to take those
into account.
Previously the viewport would update renderers twice when such app handler
scripts were present. Now both viewport and persistent data rendering update
the renderers only once, accumulating updates from both passes.
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For Cycles, when enabling the Persistent Data option, the full render data
will be preserved from frame-to-frame in animation renders and between
re-renders of the scene. This means that any modifier evaluation, BVH
building, OpenGL vertex buffer uploads, etc, can be done only once for
unchanged objects. This comes at an increased memory cost.
Previously there option was named Persistent Images and had a more limited
impact on render time and memory.
When using multiple view layers, only data from a single view layer is
preserved to keep memory usage somewhat under control. However objects
shared between view layers are preserved, and so this can speedup such
renders as well, even single frame renders.
For Eevee and Workbench this option is not available, however these engines
will now always reuse the depsgraph for animation and multiple view layers.
This can significantly speed up rendering.
These engines do not support sharing the depsgraph between re-renders, due
to technical issues regarding OpenGL contexts. Support for this could be added
if those are solved, see the code comments for details.
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Baking vertex colors per-corner leads to unwanted discontinuities when there is
sampling noise, for example in ambient occlusion or with a bevel shader node for
normals. For this reason the code used to always average results per-vertex.
However when using split normals, multiple materials or UV islands, we do want to
preserve discontinuities. So now bake per corner, but make sure the sampling seed
is shared for vertices.
Fix T85550: vertex color baking crash with split normals, Ref D10399
Fix T84663: vertex color baking blending at UV seams
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Split of internal/external image bake target code off into smaller functions and
refactor associated data structures for clarity. Designed so that a vertex color
bake target is easy to fit in.
Also avoid passing in a huge number of arguments into the main baking function,
pass a struct instead.
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The `crop` field was used by Blender Internal to do an overscan per
tile and merge it back to the render result.
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