Commit Graph

120 Commits

Author SHA1 Message Date
a9d889cba4 Fix #33405: preview render getting stuck in a particular .blend file, ObjectKey
operator< had wrong brackets, changed it now to be more clear.

Fix #33404: crash GPU rendering with OSL option still enabled. There was a check
to disable OSL in this case, but it shouldn't have modified scene->params because
this is used for comparison in scene->modified().
2012-12-04 07:48:09 +00:00
90cdf34f56 Fix #32796: cycles did not support image auto refresh option. 2012-11-21 13:00:51 +00:00
Dalai Felinto
0890c2a4a0 support for string parameters in OSL nodes
for now subtype is not defined, but once we start parsing the metadata we can set texture inputs as FILEPATH
also, it takes relative strings and convert to absolute for all strings (which is arguably a good solution, but
should work for now)
2012-11-06 21:36:44 +00:00
27d647dcf8 Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either
  radial around X/Y/Z axis, or from a UV map. The default tangent for the
  anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
  this node now.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent

* Normal Map: generate a perturbed normal from an RGB normal map image. This
  is usually chained with an Image Texture node in the color input, to specify
  the normal map image. For tangent space normal maps, the UV coordinates for
  the image must match, and the image texture should be set to Non-Color mode
  to give correct results.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map

* Refraction BSDF: for best results this node should be considered as a building
  block and not be used on its own, but rather mixed with a glossy node using a
  fresnel type factor. Otherwise it will give quite dark results at the edges for
  glossy refraction.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction

* Ambient Occlusion: controls the amount of AO a surface receives, rather than
  having just a global factor in the world. Note that this outputs a shader and
  not a color, that's for another time.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
2012-11-06 19:59:02 +00:00
f07a563f3b Silent strict compiler flag.
Brecht, could you please verify it's indeed nothing should be done for frame node here?
2012-11-06 10:18:42 +00:00
eb87529e23 Cycles OSL: shader script node
Documentation here:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Cycles

These changes require an OSL build from this repository:
https://github.com/DingTo/OpenShadingLanguage

The lib/ OSL has not been updated yet, so you might want to keep OSL disabled
until that is done.

Still todo:
* Auto update for external .osl files not working currently, press update manually
* Node could indicate better when a refresh is needed
* Attributes like UV or generated coordinates may be missing when requested from
  an OSL shader, need a way to request them to be loaded by cycles
* Expose string, enum and other non-socket parameters
* Scons build support

Thanks to Thomas, Lukas and Dalai for the implementation.
2012-11-03 14:32:35 +00:00
0c3d3e5562 Cycles: optimization to not compile shaders and load images that are not
used by any mesh/lamp/world.
2012-10-30 11:51:17 +00:00
05f563339b Fix #31894: cycles node muting not working, was not implemented yet. 2012-10-24 21:05:44 +00:00
Lukas Toenne
d36dc6d8de Integer socket support in Cycles. Int values are already supported natively in OSL, but were not used as actual ints on the SVM stack. This patch implements all the necessary functionality to support reading input values from RNA properties and convert between SHADER_SOCKET_INT and other types. 2012-10-20 13:11:45 +00:00
fe09b24e86 Cycles: per-BSDF normal input and new Bump node.
Each BSDF node now has a Normal input, which can be used to set a custom normal
for the BSDF, for example if you want to have only bump on one of the layers in
a multilayer material.

The Bump node can be used to generate a normal from a scalar value, the same as
what happens when you connect a scalar value to the displacement output.

Documentation has been updated with the latest changes:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes

Patch by Agustin Benavidez, some implementation tweaks by me.
2012-10-10 15:56:43 +00:00
f0a9b66469 Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.

Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
2012-10-10 13:02:20 +00:00
fedc8e1722 Cycles: add "From Dupli" option for texture coordinate node. This gets the
Generated and UV coordinates from the duplicator of instance instead of the
object itself.

This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
2012-10-04 21:40:39 +00:00
51eed03e94 Fix #31888: cycles crashes using movie for image texture. This is not supported
but should not crash either. This fix is more of a workaround, the crash seems
to be in openimageio or one of the libraries it uses.
2012-09-19 23:55:12 +00:00
adea12cb01 Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.

Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture

Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture
http://mango.blender.org/production/blended_box/

Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
2012-09-04 13:29:07 +00:00
Dalai Felinto
ded5e9cd23 clamp for Mix node
the implementation was following my early commit for Math node
I haven't had a chance to run those through Brecht, but would like to do eventually. (they work fine though)
2012-08-30 06:31:02 +00:00
Dalai Felinto
c052ebda8e Cycles bugfix: [32431] Cycles Math Node : Clamp does not work
the OSL solution is slightly different than the svm, but I think it's fine.

thanks Lukas Toenne for helping with a fix on the original patch
2012-08-29 17:30:14 +00:00
72c668a84a Cycles:
* Add back a break, which was deleted in r47773.
2012-06-12 19:04:12 +00:00
Lukas Toenne
43d1df9f47 Fix #31675 Reroute nodes aren't working for cycles.
Note that currently the reroute nodes are hardcoded to color values, which means they will not work for shader type connections (and possibly cause overhead for float and vector conversion). Looking into a solution.
2012-06-12 07:27:50 +00:00
2c1abe1f58 style cleanup: assignment & indentation. 2012-06-09 18:56:12 +00:00
0fbb6bff27 style cleanup: block comments 2012-06-09 17:22:52 +00:00
Lukas Toenne
5e1bbde01d Particle Info node for Cycles. This can be used to access particle information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed.
The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode).

Some simple use cases on the code.blender.org blog:
http://code.blender.org/index.php/2012/05/particle-info-node/
2012-06-08 16:17:57 +00:00
4e338e894f Cycles: support for image sequences in image/environment texture node. 2012-06-04 19:38:33 +00:00
df8880a81f Fix compilation error of Cycles after recent py node removal 2012-05-29 09:51:16 +00:00
857dedbc58 style cleanup 2012-05-27 00:36:50 +00:00
c3e1fce775 Cycles: add Object Info node, with outputs object location, object/material
pass index, and a random number unique to the instance of the object.

This can be useful to give some variation to a single material assigned to
multiple instances, either manually controlled through the object index, based
on the object location, or randomized for each instance. 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
2012-05-21 12:52:28 +00:00
e6a84eb1b5 Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff

Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
2012-05-07 20:24:38 +00:00
88a261c13b Cycles: add render layer use environment option to disable world lighting on
individual render layers.
2012-04-13 12:58:12 +00:00
d7d8c668ca Fix #30803: shader node Mapping location property conflicted with based class
location property (for the node editor), now renamed to "translation".
2012-04-04 16:11:39 +00:00
bbc3d820f4 Cycles: add ColorRamp node. 2012-03-26 12:45:14 +00:00
9b8dae71a5 Cycles: support for environment texture "Mirror Ball" projection mode, next to
existing "Equirectangular". This projection is useful to create light probes
from a chrome ball placed in a real scene. It expects as input a photograph of
the chrome ball, cropped so the ball just fits inside the image boundaries.

Example setup with panorama camera and mixing two (poor quality) photographs
from different viewpoints to avoid stretching and hide the photographer:
http://www.pasteall.org/pic/28036
2012-03-08 19:52:58 +00:00
Lukas Toenne
92322b57d4 Fix for 30439, Cycles node group conversion wasn't checking node->id pointer (group node without internal node tree). This is a somewhat unusual case (UI buttons don't allow unlinking group tree), but not entirely forbidden.
Also fixed similar issue in node_templates.c where the group tree is used to generate a button name.
2012-03-06 11:34:57 +00:00
8a76aa2e47 Cycles: fix AO pass not rendering with AO enabled for world, and make mask
layers work more like blender internal.
2012-02-28 19:43:33 +00:00
22abc63f67 Cycles: ambient occlusion support, with AO factor and distance, and a render pass.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/World#Ambient_Occlusion
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes#Lighting_Passes
2012-02-28 16:45:08 +00:00
f99343d3b8 Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
  Diffuse/Glossy/Transmission x Direct/Indirect/Color

Not supported yet:
* UV, Vector, Mist

Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
Dalai Felinto
335ffb0ff3 Brightness/Contrast Node for Cycles
Contrast helps to adjust IBL (HDR images used for background lighting).
Note: In the UI we are caling it Bright instead of Brightness. This copy what Blender composite is doing.
Note2: the algorithm we are using produces pure black when contrast is 100. I'm not a fan of that, but it's a division by zero. I would like to look at other algorithms (what gimp does for example). But that would be only after 2.62.
2012-01-24 16:32:31 +00:00
5873301257 Sample as Lamp option for world shaders, to enable multiple importance sampling.
By default lighting from the world is computed solely with indirect light
sampling. However for more complex environment maps this can be too noisy, as
sampling the BSDF may not easily find the highlights in the environment map
image. By enabling this option, the world background will be sampled as a lamp,
with lighter parts automatically given more samples.

Map Resolution specifies the size of the importance map (res x res). Before
rendering starts, an importance map is generated by "baking" a grayscale image
from the world shader. This will then be used to determine which parts of the
background are light and so should receive more samples than darker parts.
Higher resolutions will result in more accurate sampling but take more setup
time and memory.

Patch by Mike Farnsworth, thanks!
2012-01-20 17:49:17 +00:00
8bfa48384d Cycles: checker texture node, patch by Thomas. 2012-01-08 14:55:43 +00:00
c9830549ea Fix #29689, #29702: cycles render crash with node setups with non-cycles nodes,
after group socket refactoring.
2011-12-28 19:42:08 +00:00
Lukas Toenne
5f6bd44c82 Generalized node groups for Cycles.
This allows group nodes inside other group nodes in cycles and makes the
code more generic for all possible cases, like direct group
input-to-output links and unused group sockets.

Previous code tried to connect external nodes and internal group sockets
by following links until a "real" node input/output. This quickly
becomes complicated in corner cases as described above and can lead to
unexpected behavior when the group socket is of a different type than
the internal/external sockets, but that conversion is skipped.

The new code uses the concept of "proxy nodes" similar to what the new
compositor does. Each group socket is replaced with a proxy node with a
single input and output, to which other nodes in the same tree and
internal nodes can link to. After all groups have been expanded in the
graph, these proxy nodes are removed again, adding converter nodes if
necessary.
2011-12-18 15:34:06 +00:00
Dalai Felinto
2a6fdbcccd Cycles Gamma Node
Node specially useful for Texture correction.

This is also a nice example of a simple node made from scratch in case someone wants to create their custom nodes.
Review by Brecht.
2011-12-16 20:35:06 +00:00
Dalai Felinto
3c8ab559a5 Normal Node - Cycles
reviewed by Brecht, with help from Lukas.

Note: dot is reversed compared to Blender.
In Blender Normals point outside, while in Cycles they point inside.
If you use your own custom vector with the Normal Node you will see a difference.
If you feed it with object normals it should work just as good.
2011-12-16 18:15:07 +00:00
ea399744e7 Fix #29555: cycles crash rendering with no material in material slot. 2011-12-09 00:24:48 +00:00
Dalai Felinto
d15c5e51a1 Invert Color Cycles Node
as with the HSV node the OSL code is relying on the (yet to be implemented) autorename.

Also the svm code could use mix (svm_lerp) instead:
 32 . float3 color_inv = make_float3(1.0f, 1.0f, 1.0f) - color;
 35 . . stack_store_float3(stack, out_color, svm_lerp(color_inv, color, factor));

I have a feeling that each node 'program' should have the least program as possible. I'll see with Brecht later.
But overall I don't know if that's any fast. And apart from that I think we will need this kind of function to move to a library if multiple functions linked in are not a problem.
2011-12-03 23:05:35 +00:00
Dalai Felinto
78495ddf32 CameraData Input Cycles Node
----------------------------
reviewed and approved by Brecht 

Important note:
the camera Z is reverted compared to Blender render.
Now it goes from zero (camera) to positive (in front of the camera)
2011-12-02 20:36:13 +00:00
Dalai Felinto
4fd2736487 HSV Color Node for Cycles
.........................
note, the OSL code has a problem.
In the original node the input and output nodes have the same name (Color).
So this will be fixed here once Brecht come up with a nice autorenaming (or we do a doversion patch) for that.
2011-12-02 16:57:37 +00:00
Dalai Felinto
4db4a0933f SeparateRGB and CombineRGB nodes for Cycles materials
reviewed and approved by Brecht

my first OpenCL code \o/
2011-12-01 21:46:10 +00:00
6f73e351ee Cycles:
* Fix #29354: crash on branch file. Note that for best compatibility, you need
  to save your files with one of the latest branch builds, since not all version
  patching code was moved to trunk.
* Rename "Cycles" to "Cycles Render" in info header menu.
* Code tweaks to try to fix #29301. It's not a real solution though, I'm thinking
  cause is extended precision for floats on some cpu's, used in one case but not
  in the other, leading to bounding box intersection issue...
2011-11-21 16:28:19 +00:00
3442c16c09 Fix #29249: mapping node not keyable anymore, restore RNA to what it was before
Cycles change, generating RNA paths for this is a bit complicated.
2011-11-14 20:39:53 +00:00
46dcad970c Cycles: fix light strength mistmatch when clicking "use nodes".
Regarding merge status, there should be no build failures, but cycles may not
be enabled in your build, we are still solving:

* Windows: CUDA kernel compile at runtime is failing, probably will have to
  do precompiled kernel again.
* Mac: scons is not building cycles yet.
* Linux doesn't have boost + openimageio libs available in lib/ yet, so it
  requires manual install of those libs still.
2011-11-08 22:38:10 +00:00
64ab414026 Cycles: svn merge -r41627:41650 ^/trunk/blender 2011-11-08 12:33:17 +00:00