Commit Graph

527 Commits

Author SHA1 Message Date
c4fa047894 Cycles / Ray Depth:
* Added a Ray Depth output to the Light Path node, which returns the current ray bounce (0, 1, 2, 3...)
* This can be used to use different shaders for direct and indirect lighting and artificial effects.

Examples:
* http://www.pasteall.org/pic/show.php?id=55158 Here we use the output to apply a different shader to the third bounce. As in this example, you can use Math Nodes (Greater Than / Less Than) if you want to use values outside of the 0/1 range.

* http://www.pasteall.org/pic/show.php?id=55159 Here we restrict the maximum bounce on a per shader basis for the left sphere. This way it looks like we would only have 1 max bounce set in the scene "Light paths" panel. 
This can be used to e.g. improve performance for objects far from the camera, which do not need full GI. 

Technical notes:
* Implemented for both integrators and SVM/OSL.
* This is done by passing state.bounce to the shader_setup_from_* functions.
* Note: We don't pass state.bounce to kernel_shader_evaluate() and therefore shader_setup_from_displacement() method doesn't set the value, this is outside the path trace loop. Maybe a ToDo?
2013-07-09 00:18:13 +00:00
285ef99931 Cycles:
* Added 2 new nodes to combine and separate HSV colors. 

Screenshot:
http://www.pasteall.org/pic/show.php?id=54828
2013-07-03 23:46:56 +00:00
3a6e382d4a Cycles / Vector Transform Node:
* After some more thinking, solved the remaining ToDos. :) 
* Added is_object check to check if we have a valid object.
* If we operate on the world, and try to convert from/to object space, we now assume world space instead, same as OSL.
2013-07-01 23:17:24 +00:00
7f1005cd6a Cycles / Vector Transform Node:
* Implementation of the node for SVM. This covers all possible transformations: World <> Object <> Camera space.
As far as I can tell, it also works fine with Motion Blur enabled.

ToDo:
* SVM differs from OSL, when the node is used on the world.
2013-07-01 22:56:56 +00:00
465a7195b4 Merged revision(s) 57828-57907 from trunk/blender into soc-2013-dingto 2013-07-01 15:23:48 +00:00
54b1976958 Fix #35896: cycles crash with OSL image textures and viewport + preview render
running at the same time.
2013-06-28 13:05:21 +00:00
4a113cab0a Merged revision(s) 57768-57827 from trunk/blender into soc-2013-dingto 2013-06-27 16:16:54 +00:00
c15b13f78f Cycles / Ramp closures:
* Fix crash with negative values in Phong Ramp, and add some checks to survive INF and NAN values. 

Patch by Brecht and myself.
2013-06-27 16:08:06 +00:00
29a82a04fa Cycles:
* Assure SSE2 intrinsics are also used on SSE3 CPUs and x86.
2013-06-27 00:03:48 +00:00
7902fa57b6 Code cleanup: cycles
* Reshuffle SSE #ifdefs to try to avoid compilation errors enabling SSE on 32 bit.
* Remove CUDA kernel launch size exception on Mac, is not needed.
* Make OSL file compilation quiet like c/cpp files.
2013-06-26 23:29:33 +00:00
372c4f80f4 * Comment out change from r57790 to fix compilation for now. 2013-06-26 23:15:52 +00:00
ce06d6d795 Cycles / Brick texture:
* Avoid some unneeded int castings, they were only needed in the original Texture Nodes implementation as custom1 and custom2 were shorts.
2013-06-26 23:08:18 +00:00
15f5da4cd4 Cycles / SSE2:
* kernel_sse2 was built without actual SSE2 intrinsics on x86 systems.
2013-06-26 22:12:23 +00:00
00234dab2f Merged revision(s) 57587-57670 from trunk/blender into soc-2013-dingto 2013-06-23 18:04:13 +00:00
e4ef608020 Cycles / Vector Transform Node:
* Implementation of Vector Transform Node into Cycles.
* OSL backend is done, SVM needs the matrices still.
2013-06-23 17:51:08 +00:00
dfbbac9b94 style cleanup 2013-06-22 10:59:30 +00:00
86c7bf7331 Fix #35812: cycles image texture node not doing proper alpha handling of PNG
images with open shading language enabled.
2013-06-21 13:05:10 +00:00
2e3035dd80 Cycles OpenCL: make displacement and world importance sampling work. 2013-06-21 13:05:08 +00:00
e1f79351d6 Fix #35804: NVidia OpenCL render issue after sampler changes, workaround what looks like a compiler bug. 2013-06-21 12:34:34 +00:00
230f4e7ca2 Cycles / GPU Image Textures:
* On nvidia Kepler GPUs (sm_30 and above), there are now 145 byte images available, instead of 95. 
We could extend this to about 200 if needed. 

Could not test this, as I don't have a Kepler GPU, so feedback on this would be appreciated.

Thanks to Brecht for review and some fixes. :)
2013-06-20 15:14:14 +00:00
8d6e5e2fee Cycles: update build configurations to include CUDA sm_35 architecture. When using
a compiler older than CUDA 5.0 it will give a warning and skip this architecture.
2013-06-20 13:10:47 +00:00
e6fc174152 Merged revision(s) 57499-57586 from trunk/blender into soc-2013-dingto 2013-06-19 20:40:54 +00:00
f811e6e3ae Cycles: optimized SSE BVH traversal now also works with SSE2 CPUs, so all the
way back to Pentium 4, using a slightly less efficient instruction.

Also ensure /Ox is used for Visual Studio for RelWithDebInfo builds.
2013-06-19 17:54:26 +00:00
16204bd647 Cycles: prepare to make CUDA 5.0 the official version we use
* Add CUDA compiler version detection to cmake/scons/runtime
* Remove noinline in kernel_shader.h and reenable --use_fast_math if CUDA 5.x
  is used, these were workarounds for CUDA 4.2 bugs
* Change max number of registers to 32 for sm 2.x (based on performance tests
  from Martijn Berger and confirmed here), and also for NVidia OpenCL.

Overall it seems that with these changes and the latest CUDA 5.0 download, that
performance is as good as or better than the 2.67b release with the scenes and
graphics cards I tested.
2013-06-19 17:54:23 +00:00
649dd6f648 Fix cycles crash on some processors. We actually need S-SSE3 support for this
new BVH traversal code, not just SSE3.
2013-06-18 16:52:02 +00:00
484d765bd4 Cycles: attempt to fix internal compile error with some visual studio builds 2013-06-18 13:19:16 +00:00
d57c6748c4 Cycles: optimization for BVH traveral on CPU's with SSE3, using code from Embree.
On the BMW scene, this gives roughly a 10% speedup overall with clang/gcc, and 30%
speedup with visual studio (2008). It turns out visual studio was optimizing the
existing code quite poorly compared to pretty good autovectorization by clang/gcc,
but hand written SSE code also gives a smaller speed boost there.

This code isn't enabled when using the hair minimum width feature yet, need to
make that work with the SSE code still.
2013-06-18 09:36:06 +00:00
9131adca9f Cycles: add "Transparent Shadow" option for materials, to disable them per material. 2013-06-18 09:36:00 +00:00
ac4058a211 Cycles / Blackbody node:
* Code cleanup to avoid duplicated table defines, moved them into kernel_types.h.
2013-06-17 16:12:55 +00:00
9042b599e0 Cycles / GPU:
* Enable the Non-Progressive integrator on GPU (CUDA) for testing.

In order to compile the CUDA kernel with it, you need at least 6GB of system memory and CUDA Toolkit 5.0 or 5.5.
It should also work with CUDA Toolkit 4.2, but in this case you should have 12GB of RAM. 

In case any problems arise, just change line 65 of kernel_types.h to disable Non-Progressive again. 
-- #define __NON_PROGRESSIVE__
++ //#define __NON_PROGRESSIVE__
2013-06-17 15:56:28 +00:00
a841813cd9 Cycles / Blackbody node:
* Replaced the Brute Force version with a nice lookup table, this speeds it up a lot. 
Patch by Philipp Oeser (lichtwerk) with some cleanup and changes by myself. Thanks! 

ToDo:
* Temperature values between 800 and 804 Kelvin are wrong in SVM, check on this.
2013-06-16 16:08:11 +00:00
0429595440 Merged revision(s) 57423-57498 from trunk/blender into soc-2013-dingto 2013-06-16 12:05:39 +00:00
9e16c5a9e4 Cycles / Blackbody node:
* First (brute force) implementation for SVM. This works and delivers the same result as OSL, but it's slow. 
* Code inside svm_blackbody.h inspired by a patch by Philipp Oeser (#35698), thanks. 

Ideas:
* Use a lookup table to perform the calculations on render/ level.
* Implement it as a RNA property only, and do the calculation like Sun/Sky precompute.
2013-06-15 23:47:09 +00:00
88b30ccb8c Cycles:
* Style cleanup for M_PI constants.
* Move Wireframe node into __EXTRA_NODES__ define
2013-06-14 14:29:00 +00:00
f9b06060c2 Fix #35729: cycles normal maps not showing properly in preview render. 2013-06-13 13:55:05 +00:00
d523d27e62 Cycles / Blackbody node:
* First step towards a Blackbody to RGB converter. You can specify a color in Kelvin inside the node.
* Only implemented for OSL atm, SVM will follow.
2013-06-13 08:55:51 +00:00
37f92119e4 Fix #35665: more CUDA issues with recent kernel changes, tested on sm_20, sm_21
and sm_30 cards, so hopefully it should all work now.

Also includes some warnings fixes related to nvcc compiler arguments, should make
no difference otherwise.
2013-06-11 21:58:48 +00:00
9020df976c Cycles / Wavelength to RGB node:
* Added a node to convert wavelength (in nanometers, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.

* Code cleanup:
** Moved color functions (xyz and hsv) into dedicated utility files.
** Remove svm_lerp(), use interp() instead. 

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

Example render:
http://www.pasteall.org/pic/show.php?id=53202

This is part of my GSoC 2013. (revisions 57322, 57326, 57335 and 57367 from soc-2013-dingto).
2013-06-10 21:55:41 +00:00
9d3ad07f14 Cycles: ray visibility panel is now also available for the world, works same as
meshes and lamps. The light path node already made this possible but it's a bit
faster to render this way and convenient.
2013-06-10 20:34:34 +00:00
d16a608f6d Fix cycles backwards compatibility for specular_toon shader this actually needs
to be done in cycles itself to keep compatibility for bytecode too.

Also fix broken button to compile OSL from the text editors, this got broken after
recent change to disable editing of library linked nodes.
2013-06-10 20:10:03 +00:00
2ce0ecd956 Attempt to fix #35665: disable correlated multi jitter sampling on the GPU for now,
seems to be giving issues with CUDA 4.2 but I can't figure out why exactly.
2013-06-10 19:01:37 +00:00
183629b451 Fix cycles OSL backwards compatibility for specular_toon, it got renamed to glossy_toon
but we can keep the old name working too.
2013-06-10 13:06:10 +00:00
cf359f6c7f Cycles / Wavelength to RGB node:
* Added a node to convert wavelength (in nanometer, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.

Example render:
http://www.pasteall.org/pic/show.php?id=53202

ToDo:
* Move some functions into an util file, maybe a common util_color.h or so.
* Test GPU, unfortunately sm_21 doesn't work for me yet.
2013-06-09 20:46:22 +00:00
13b3b425f8 Fix #35665: cycles CUDA crash after recent changes. This works around a compiler
bug in CUDA 4.2 (solved in 5.5) with typedef'd function parameters.
2013-06-09 16:37:04 +00:00
49115b4dd3 Cycles:
* Use float_to_int() functions in a few more places.
2013-06-09 15:09:15 +00:00
bcfff4f190 Cycles: invert mist pass so that 0 is nearby and 1 is far away. This is the
opposite of Blender Internal but it makes more sense I think.
2013-06-08 17:56:40 +00:00
e2c02c47ad Cycles / OpenCL:
* Fix for recent commits, ceilf is not available in OpenCL.
2013-06-08 11:38:23 +00:00
c53b20b683 Cycles: window texture coordinates now work with orthographic cameras, this
was an old issue since the first version.
2013-06-08 10:51:33 +00:00
58a290234b Cycles: ray visibility options now work for lamps and mesh lights, with and without
multiple importance sampling, so you can disable them for diffuse/glossy/transmission.

The Light Path node here is still weak and does not give this info. To make that
work we'd need to evaluate the shader multiple times which is slow and we can't
detect well enough when it is actually needed.
2013-06-07 18:59:23 +00:00
b20a7e01d0 Cycles: experimental correlated multi-jittered sampling pattern that can be used
instead of sobol. So far one doesn't seem to be consistently better or worse than
the other for the same number of samples but more testing is needed.

The random number generator itself is slower than sobol for most number of samples,
except 16, 64, 256, .. because they can be computed faster. This can probably be
optimized, but we can do that when/if this actually turns out to be useful.

Paper this implementation is based on:
http://graphics.pixar.com/library/MultiJitteredSampling/

Also includes some refactoring of RNG code, fixing a Sobol correlation issue with
the first BSDF and < 16 samples, skipping some unneeded RNG calls and using a
simpler unit square to unit disk function.
2013-06-07 16:06:22 +00:00