Age | Commit message (Collapse) | Author |
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Remove from blender/nodes, collada, blenfont & render.
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Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.
To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.
To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.
From a user perspective, nothing should change with this commit.
Differential Revision: https://developer.blender.org/D2443
Differential Revision: https://developer.blender.org/D2444
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This commit contains all the changes required for most optimal maximum threads
number bump. This is needed to avoid possibly unneeded initialization or data
allocation on systems with lower threads count.
TODO: Still need to review arrays in render data structures from render_types.h,
P.S. We might remove actual bump of max threads from this patch, so when we'll
be applying the patch we can do all the preparation work and then do actual
bump of max threads.
Reviewers: mont29, campbellbarton
Reviewed By: mont29, campbellbarton
Maniphest Tasks: T43306
Differential Revision: https://developer.blender.org/D1343
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panel
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This implements AO baking directly from multi-resolution mesh with much
less memory overhead than regular baker.
Uses rays distribution implementation from Morten Mikkelsen, raycast
is based on RayObject also used by Blender Internal.
Works in single-thread yet, multi-threading would be implemented later.
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- define array sizes for functions that take vectors.
- quiet some -Wshadow warnings.
- some copy/paste error in readfile.c made it set the same particle recalc flag twice.
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with ';' like normal function.
... without this some editors dont parse the source so well.
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added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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functions for int & char.
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http://markmail.org/message/fp7ozcywxum3ar7n
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- move some larger vars into a nested scope.
- replace memset with zero initializer.
- rempace VECCOPY macros with copy_v3v3
- change function args to give the float array length.
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- use 'const float *' and array size in some function declarations.
- replace macros for BLI_math functions INPF, VECCOPY, VECADD etc.
- remove unused VertRen.clip struct member.
- remove static squared_dist() from 2 files, replace with BLI_math function len_squared_v3v3().
- use vertex arrays for drawing clipping background in the 3D viewport.
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These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.
There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.
Interal changes:
* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
normalized and sometimes not, confusing... now dir is always normalized
and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
nearly all nodes have this many children, so overall it actually reduces
memory usage a bit and avoids a pointer indirection.
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Ambient occlusion: multiplied with direct lighting by default, add
is also still available and more blending methods might be added if
they are useful. This is fundamentally a non physical effect.
Environment lighting: always added as you would expect (though you can
subtract by specifying negative energy). This can be just white or take
colors or textures from the world.
Indirect lighting: only supported for AAO at the moment (and is still
too approximate), and also is always added. A factor is available to
specify how much is added, though value 1.0 is correct.
Also:
* Material ambient value now defaults to 1.0.
* Added Environment, Indirect and Emit pass.
* "Both" blending method is no longer available.
* Attenuation, sampling parameters are still shared, some could be split
up, though if they are different this would affect performance.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
svn merge -r 22800:23207 https://svn.blender.org/svnroot/bf-blender/trunk/blender
Merged volumetric with new raytrace code (it compiles and rendered volume-cube.blend withouth problems)
Part1:
source/blender
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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computers, probably due to slow multithreaded malloc. Now each render
thread keeps a list of qmc samplers that it fills as needed while
rendering (since it is hard to predict the actual amount needed in
advance due to ray recursion).
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Fix for bug #7418: texture ipo's didn't show for textures in node materials.
Fix for part of bug #6758: node materials in other node materials could
miss texture coordinates.
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behind the zmask instead of in front. Might need tweaks, and doesn't
work with halo yet.
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They now also store a list of samples per pixel, and then get
shaded together with the ztransp samples. This comes with a
slight speed hit, but mainly memory might be a concern. However,
testing some peach scenes I haven't problems.
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This completes the pipeline make-over, as started in 2006. With this
option, during rendering, each sample for every layer and pass is being
saved on disk (looks like non-antialiased images). Then the composite
and color correction happens, then a clip to 0-1 range, and only in end
all samples get combined - using sampling filters such as gauss/mitch/catmul.
This results in artefact-free antialiased images. Even Z-combine or
ID masks now work perfect for it!
This is an unfinished commit btw; Brecht will finish this for strands.
Also Halo doesnt work yet.
To activate FSA: press "Save Buffers" and the new button next to it. :)
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=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
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This introduces QMC sampling for use in glossy reflections/refractions, soft raytraced shadows, and ambient occlusion.
This work includes many new features and speed-ups, so check out the nice docs here:
Glossy Reflection/Refraction
http://www.blender.org/development/current-projects/changes-since-244/glossy-reflectionrefraction/
Raytraced Soft Shadows
http://www.blender.org/development/current-projects/changes-since-244/raytraced-soft-shadows/
QMC Sampling
http://www.blender.org/development/current-projects/changes-since-244/qmc-sampling/
Many thanks to Brecht van Lommel for some initial code snippets and for reviewing the patch, and especially to Alfredo de Greef who gave me a lot of guidance and help along the way!
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two separate files, raytrace.c and rayshade.c. The tracing code can now
be used separately from the renderer (will be used in a later commit),
and the raytracing acceleration structure can now also be easily replaced,
if someone wants to experiment with that.
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Documentation on the settings, known limitations and implementation
info can be found here:
http://www.blender.org/development/current-projects/changes-since-243/subsurface-scattering/
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tackled.
Resulting features:
- render passes
- new pass: Object Index, for masking
- sub-sample alpha masks
Docs:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
http://www.blender3d.org/cms/Render_Passes.829.0.html
http://www.blender3d.org/cms/New_Render_features.774.0.html
Note that these changes might mean things to not render fully identical...
For the next days a lot of testing is needed!
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Removed all limitations from render code for maximum threads. The only
define for this now is in BLI_threads.h, and currently set to 8.
Note that each thread renders an entire tile, and also allocates the
buffers for the tiles, so; more threads might work better with smaller
tiles.
IMPORTANT: node system won't work yet with more than 2 threads! So, don't
try material nodes or compositing with over 2 threads. That I'll commit
later today.
What does work (should work :) is AO and soft shadow now.
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Irregular shadow buffer, for solid OSA case, suffered aliasing. This caused
by optimized storage of shadow factors in 1 pixel (averaged for all sub
samples). That didn't work well really...
Now the code uses same method as for transparent faces, storing results for
each sample.
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feature.
It doesn't render preview yet... for that we have to fix preview system.
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lamphalo rendering yet... silly me!
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- RenderLayers with 'view layers' set, now also take visible lights into
account. Works just like for scene layer settings.
- On ESC from render, compositing (if set) is being skipped too
- While rendering with multiple RenderLayers it will end with a display
of the current RenderLayer (as in Scene buttons)
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- Enabled Groups to execute in Compositor. They were ignored still.
Note; inside of groups nothing is cached, so a change of a group input
will recalculate it fully. This is needed because groups are linked
data (instances use same internal nodes).
- Made Composit node "Viewer" display correctly input for images with
1/2/3/4 channels.
- Added pass rendering, tested now with only regular Materials. For
Material nodes this is quite more complex... since they cannot be
easily separated in passes (each Material does a full shade)
In this commit all pass render is disabled though, will continue work on
that later.
Sneak preview: http://www.blender.org/bf/rt.jpg (temporal image)
- What did remain is the 'Normal' pass output. Normal works very nice for
relighting effects. Use the "Normal Node" to define where more or less
light should be. (Use "Value Map" node to tweak influence of the
Normal node 'dot' output.)
- EVIL bug fix: I've spend almost a day finding it... when combining AO and
mirror render, the event queue was totally screwing up... two things not
related at all!
Found out error was in ray-mirror code, which was using partially
uninitialized 'ShadeInput' data to pass on to render code.
- Another fix; made sure that while thread render, the threads don't get
events, only the main program will do. Might fix issues reported by
people on linux/windows.
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- Live scanline updates while rendering
Using a timer system, each second now the tiles that are being processed
are checked if they could use display.
To make this work pretty, I had to use the threaded 'tile processor' for
a single thread too, but that's now proven to be stable.
Also note that these updates draw per layer, including ztransp progress
separately from solid render.
- Recode of ztransp OSA
Until now (since blender 1.0) the ztransp part was fully rendered and
added on top of the solid part with alpha-over. This adding was done before
the solid part applied sub-pixel sample filtering, causing the ztransp
layer to be always too blurry.
Now the ztransp layer uses same sub=pixel filter, resulting in the same
AA level (and filter results) as the solid part. Quite noticable with hair
renders.
- Vector buffer support & preliminary vector-blur Node
Using the "Render Layer" panel "Vector" pass button, the motion vectors
per pixel are calculated and stored. Accessible via the Compositor.
The vector-blur node is horrible btw! It just uses the length of the
vector to apply a filter like with current (z)blur. I'm committing it anyway,
I'll experiment with it further, and who knows some surprise code shows up!
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A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
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(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
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global coordinate (from faces) to the sky texture color calculus, this to
make textured mist a bit less transparent (was only view coordinate).
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- The ortho render recode had a weak method to calculate the Z value of the
render coordinate (shi.co[2]). Worked OK for normal render, but not in
unified, giving big errors in Ortho Unfied render.
Solved with proper math, using face equation a*x+b*y+c*y=d. Dunno why I
didn't do it in first place. :)
- Bug fix #2493. Edge render gave much different result for Ortho. This
was due to overflows in the integer math filtering zbuffer values.
Cleaned it op properly, preventing any integer overflow now.
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- removed ugly pointerhack from OSA render (negative indices denoted
pointers). this should solve memory errors when using >1.5 gig mem
- cleaned up usage of zbuffer values. These are signed in Blender, and
treated as unsigned all over, giving confusing code
- fixed incorrect gamma-adding for halos (caused in after xmas commit)
And bugfix #2101; wire render didn't give correct rendering for mist.
This caused by fact wires are 2D pixel lines, and not correctly filled
in faces. Retrieving the 3d coordinate while render cannot use a face-
equation then. Solved by retrieving 3D coordinate based on zbuffer value.
Still todo here: calculating correct texture coordinates for wire-edges
that are no faces.
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caused very bad stripes in render.
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Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
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When tracing a mirror with AO, the rendering was extremely slow due to
each mirror sample (like 8 per pixel) taking a full range of AO samples.
Now it uses for mirror samples a corrected amount, which makes sure for
a single pixel still a full AO range is used.
Makes mirror+AO render 5-6 times faster, at least.
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