Age | Commit message (Collapse) | Author |
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Ensure render passes are allocated in the result prior to writing them.
Alternative could be to not write empty passes, but that is kind of
different from perspective of s one who reads the file.
Differential Revision: https://developer.blender.org/D15692
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This is meant to allow using C++ data structures in this file
as a performance improvement. Particularly `Vector` instead
of `ListBase` for `duplilist`. This change builds and passes
tests on all platforms on the buildbot.
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The Output Properties > Output panel now has a Color Management subpanel to
override scene settings. When set to Override instead of Follow Scene, there
are settings to:
* For OpenEXR, choose a (linear) colorspace for RGBA passes
* For other file formats, use different display/view/look/exposure/gamma
These settings affect animation render output, image save of renders and the
compositor file output node. Additionally, the image save operator and
compositor file output nodes also support overriding color management.
Includes some layout changes to the relevant panels to accomdate the new
settings and to improve consistency. Ideally subpanels would be used to better
organize these settings, however nodes and operators don't currently support
creating subpanels.
Differential Revision: https://developer.blender.org/D14402
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The preview does not work well with deferred render result pixels
allocation: it breaks the refresh and requires to toggle current
panels.
Since there is no tiled rendering for previews we don't save any
memory by deferring pixels allocations, so do it for the render
result during the render result creation.
Differential Revision: https://developer.blender.org/D14414
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These share a lot of logic with regular image saving and should be unified
more in the future.
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Also fixes missing code to read/write/free/copy color management settings
in various places. This can't be set through the UI currently, but still
should be handled consistently.
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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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Ref T92709
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Previously this was only loading built-in render passes. Now instead of trying
to load the scene render passes, load whatever passes exist in the cache file.
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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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Caused by the lazily pass pixels allocation which didn't reset
allocation state of the render result.
Demo file: XXX
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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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These should have been removed earlier but were forgotten.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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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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