Age | Commit message (Collapse) | Author |
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- Multi-thread BKE_mesh_recalc_looptri.
- Add BKE_mesh_recalc_looptri_with_normals,
this skips having to calculate normals for ngons.
Exact performance depends on number of faces, size of ngons and
available CPU cores.
For high poly meshes the isolated improvement to BKE_mesh_recalc_looptri
in my tests was between 6.7x .. 25.0x, with the largest gains seen in
meshes containing ngons with many sides.
The overall speedup for high poly meshes containing quads and triangles
is only ~20% although ngon heavy meshes can be much faster.
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Pre computed normals index wasn't properly aligned.
Regression from 2ec00ea0c1be1ace7cd0c7b68e43cc8e87dd07c7.
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For some custom rendering engines it's advantageous not to write the image files to disk.
An example would be a network rendering engine which does it's own image writing.
This feature is only supported when bl_use_postprocess is also disabled, since render
engines can't influence the saving behavior of the sequencer or compositor.
Differential Revision: https://developer.blender.org/D11512
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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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Don't keep around persistent data in this case.
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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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Used for local structs/variables,
since `ofs` is by far the most widely used abbreviation.
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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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Approximately 91 spelling corrections, almost all in comments.
Differential Revision: https://developer.blender.org/D10288
Reviewed by Harley Acheson
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Eevee is now used for Freestyle rendering by default, since other engines are
unlikely to have support for this. Workbench and Cycles do their own rendering.
RenderEngine add-ons can do their own Freestyle rendering by setting
bl_use_custom_freestyle = True.
Differential Revision: https://developer.blender.org/D8335
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The default one is now UVs are smoothed, boundaries are kept sharp.
After some time of experimentation seems this is better default from
interoperability point of view.
This fixes distortion reported in T83470.
Differential Revision: https://developer.blender.org/D10111
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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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API functions get SEQ_ prefix.
Intern functions get seq_ prefix
Functions also have appropriate category included in name.
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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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Remove DNA headers, using forward declarations where possible.
Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
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We haven't supported 32bit mac builds for a while so this should be safe to remove.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D9489
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Perform grease pencil rendering delayed in this case, as there are no render
buffers available for compositing. This keeps memory usage lower, but does
involve multiple depsgraph evaluation. This seems in line with the intent of
the save buffers feature, to use minimal memory.
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Caused by rB580ff2cb937daf43699908afe1190baea8d117aa
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Move headers files from `render/extern/` to `render/`
Part of T73586
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Use common prefix as this collided with existing API's (eg BLI_voronoi).
Also expand some non-obvious abbreviations:
- 'g' -> 'generic'
- 'vl' -> 'variable_lacunarity'
- 'V' -> 'v3'
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Replace 'set' with 'string(APPEND/PREPEND ...)'.
This avoids duplicating the variable name.
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Replace BKE_sequencer wirh SEQ_render or SEQ_proxy prefixes.
In cases where function is very generic, only SEQ prefix is used.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9439
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