Commit Graph

172 Commits

Author SHA1 Message Date
2184ac8c9d Fix T41457: Viewport resolution divider does freestyle for every resolution
Now freestyle would be rendered for the final resolution only, making it so
viewport navigation is really interactive.
2014-08-19 19:39:13 +06:00
f70e1ad2fb Proof-of-concept implementation of Freestyle support for Cycles. 2014-08-12 10:10:05 +09:00
ca0c0e7549 Implement resolution divider in the Blender Internal
Currently resolution divider is not exposed to the
interface yet, and i'm not even sure it needs to be
exposed because it's somewhat weird configuration.
Need to check how often artists are changing start
resolution in Cycles.

Pretty much straightforward implementation with the
only weak part: render result is getting re-allocated
and upscaled when current resolution is finished.
Not sure how to make it faster actually. Maybe it's
just a matter of making upscale fast enough.

Needed to fix some possible memory leak happening
in Freestyle when canceling rendering on a special
stage -- it was missing temp bmain free,

Reviewers: campbellbarton, dingto

CC: sebastian_k, fsiddi, venomgfx

Differential Revision: https://developer.blender.org/D609
2014-06-20 17:32:45 +06:00
b62c2a913b Fix T39985: crash while rendering a scene with compositing nodes using another scene
The issue was caused by the wrong scene used to acquire render result for.

Now made it so render pipeline reports currently rendering scene to the job
via special callback.

This also solves missing tile highlight issue when rendering multiple scenes
in the compositor.
2014-05-02 14:54:13 +02:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
4cfca0adfe Nicer solution to T38846: Split off the render layer forcing from the
validity check for render operator.

This way scene DNA can stay read-only there, cleaner and we don't have
to pass an awkward bool pointer around.
2014-02-26 14:56:27 +01:00
ecbae4ab46 Fix T38846: Render layer checkbox is not refreshed.
The render operator invoke checks render layers, which can force the
render layer to be activated. This requires a notifier, which has to be
done in the operator itself (can't do this inside pipeline code).
2014-02-26 14:39:14 +01:00
76543574bc Code cleanup: declarations for removed functions 2014-02-04 07:20:19 +11:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
a68ceb0af8 Option to lock the interface while rendering
Added function called WM_set_locked_interface which does
two things:

- Prevents event queue from being handled, so no operators
  (see below) or values are even possible to run or change.
  This prevents any kind of "destructive" action performed
  from user while rendering.

- Locks interface refresh for regions which does have lock
  set to truth in their template. Currently it's just a 3D
  viewport, but in the future more regions could be considered
  unsafe, or we could want to lock different parts of
  interface when doing different jobs.

  This is needed because 3D viewport could be using or changing
  the same data as renderer currently uses, leading to threading
  conflict.

  Notifiers are still allowed to handle, so render progress is
  seen on the screen, but would need to doublecheck on this, in
  terms some notifiers could be changing the data.

  For now interface locking happens for render job only in case
  "Lock Interface" checkbox is enabled.

  Other tools like backing would also benefit of this option.

  It is possible to mark operator as safe to be used in locked
  interface mode by adding OPTYPE_ALLOW_LOCKED bit to operator
  template flags.

  This bit is completely handled by wm_evem_system, not
  with operator run routines, so it's still possible to
  run operators from drivers and handlers.

  Currently allowed image editor navigation and zooming.

Reviewers: brecht, campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D142
2014-01-29 16:07:14 +06:00
70e844ea11 Fix T38353: some EXR files from other applications not loading correctly.
* EXR layers with names like 'Z' without any pass name were not loaded at all
  and would break the Combined pass as well.
* EXR pass names longer than 16 characters where writing past the end of the
  array and getting invalid names.
2014-01-25 17:44:15 +01:00
71f689843d Fix deadlock happening when using Save Buffers for render
Summary:
Issue was caused by the same tile being written twice to
the EXR file. This was happening because of partial update
of work-in-progress tiles was merging result to the final
render result in order to make color management pipeline
happy.

We need to avoid such a merges and keep memory usage as
low as possible when Save Buffers is enabled.

Now render pipeline will allocate special display buffer
in render layer which will contain combined pass in the
display space. This keeps memory usage as low as we can
do at this moment.

There's one weak thing which is changing color management
settings during rendering would lead to lossy conversion.
This is because render result's display buffer uses color
space from the time when rendering was invoked.

This is actually what was happening in previous release
already actually so not a big issue.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D162
2014-01-01 22:32:47 +06:00
c5d7ea091f Changes to partial update during rendering
Summary:
Mainly addressed to solve old TODO with color managed fallback
to CPU mode when displaying render result during rendering.

That fallback was caused by the fact that partial image update
was always acquiring image buffer for composite output and was
only modifying display buffer directly.

This was a big issue for Cycles rendering which renders layers
one by one and wanted to display progress of each individual
layer. This lead to situations when display buffer was based on
what Cycles passes via RenderResult and didn't take layer/pass
from image editor header into account.

Now made it so image buffer which partial update is operating
with always corresponds to what is set in image editor header.

To make Cycles displaying progress of all the layers one by one
made it so image_rect_update switches image editor user to
newly rendering render layer. It happens only once when render
engine starts rendering next render layer, so should not be
annoying for navigation during rendering.

Additional change to render engines was done to make it so
they're able to merge composite output to final result
without marking tile as done. This is done via do_merge_result
argument to end_result() callback. This argument is optional
so should not break script compatibility.

Additional changes:

- Partial display update for Blender Internal now happens from
  the same thread as tile rendering. This makes it so display
  conversion (which could be pretty heavy actually) is done in
  separate threads. Also gives better UI feedback when rendering
  easy scene with small tiles.

- Avoid freeing/allocating byte buffer for render result
  if it's owned by the image buffer. Only mark it as invalid
  for color management.

  Saves loads of buffer re-allocations in cases when having
  several image editors opened with render result. This change
  in conjunction with the rest of the patch gave around
  50%-100% speedup of render time when displaying non-combined
  pass during rendering on my laptop.

- Partial display buffer update was wrong for buffers with number
  of channels different from 4.

- Remove unused window from RenderJob.

- Made image_buffer_rect_update static since it's only used
  in single file.

Reviewers: brecht

Reviewed By: brecht

CC: dingto

Differential Revision: http://developer.blender.org/D98
2013-12-17 23:42:38 +06:00
30512d7c55 Blender Internal:
* Remove Stars feature. This was a quite minimalistic feature and there are
better alternatives with more control (particles for example).

Removal discussed during BCon13 developer meeting and already years before, time to do it..

Reviewed By: brecht
Differential Revision: http://developer.blender.org/D17
2013-11-20 19:13:41 +01:00
b6db417ee4 code cleanup: use const's for vector args. 2013-10-12 02:19:37 +00:00
bbd9b5f476 Support for baking vertex colors to textures.
It allows effects such as baking vertex dirt maps to textures.
Also vertex based painting painting may be faster in the future,
so this is useful to have.

Thanks to Sergey for the review!
2013-10-10 11:00:12 +00:00
d917bdb095 Derivative map baker
Added support for derivative map baking, which
is accessable as a dedicated baker type. Works
pretty much the same as displacement map baker,
but gives you derivative map.

In fact, inernally this baker is just a filter
which applies on the result of displacement map.

Both regular and multires baking are supported.

Patch by Morten Mikkelsen and self.
2013-10-09 15:51:14 +00:00
c41bb7961f Different implementation of patch #36430: use layer froms scene directly for
rendering, in case some script wants to set it in the render_pre callback. In
case of decoupled 3d view layers or local view it will still override this
though.
2013-09-12 12:09:14 +00:00
3ce280e825 Fix #35960, #36044: blender internal viewport rendering crash while editing data.
Now the viewport rendering thread will lock the main thread while it is exporting
objects to render data. This is not ideal if you have big scenes that might block
the UI, but Cycles does the same, and it's fairly quick because the same evaluated
mesh can be used as for viewport drawing. It's the only way to get things stable
until the thread safe dependency graph is here.

This adds a mechanism to the job system for jobs to lock the main thread, using a
new 'ticket mutex lock' which is a mutex lock that gives priority to the first
thread that tries to lock the mutex.

Still to solve: undo/redo crashes.
2013-07-08 17:56:51 +00:00
0309f442bb Render stats text: show elapsed time for blender internal, hide useless "Single Layer"
at the start, more clearly indicate what the render time of the last frame was, some
other tweaks for consistency.
2013-06-24 22:41:24 +00:00
5520331215 Fix #35561: freestyle + read full sample layers = crash.
Now add_freestyle() in pipeline.c takes a second argument to enable/disable
stroke rendering.  When stroke rendering is disabled, the function allocates
data structures but does not perform stroke rendering.  The allocated data
structures (mostly left unpopulated with data elements) are intended to allow
for the Read Full Sample Layers (Shift-R) command in the compositor.
2013-06-11 02:32:01 +00:00
5fcf9b1d2f 3D viewport render preview:
- Put it available as a default now (no debug value needed)
- Fixed viewport size error, viewport was badly set
  (visible with border render, property regions)
- Fixed hanging lock in conflict between drawing and initialize
  new renders.
2013-05-12 13:15:41 +00:00
3f7f07faf5 style cleanup 2013-04-18 01:52:38 +00:00
ae58968e0a Blender Internal Render in viewport
Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.

When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)

- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
  works for non-raytrace scenes, or zoom in ortho or camera mode, or for 
  Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
  re-render yet.

Tech notes:

- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.

- Fixed some bugs that were noticable with such excessive re-renders, like 
  for opening file window, quit during renders.
2013-04-16 17:39:20 +00:00
83fff218cc svn merge ^/trunk/blender -r55700:55776 2013-04-04 13:37:07 +00:00
03b07a719f code cleanup: unused functions 2013-04-03 15:04:24 +00:00
18d2dd7e3a Merging r55547 through r55594 from trunk into soc-2008-mxcurioni 2013-03-26 09:09:31 +00:00
64d161de87 style cleanup:
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-26 07:29:01 +00:00
a462d69bbf Another big patch set by Bastien Montagne, thanks a lot!
* Made Freestyle optional (turned on by default).

* Fix for missing bpath.c updates in the previous merge of trunk changes.
2012-12-20 07:57:26 +00:00
d433cd65f7 Merged changes in the trunk up to revision 53146.
Conflicts resolved:
release/datafiles/startup.blend
source/blender/blenkernel/CMakeLists.txt
source/blender/blenlib/intern/bpath.c
source/blender/blenloader/intern/readfile.c
2012-12-19 01:49:58 +00:00
7c699a217a define the size of matrix args for both rows/cols. 2012-12-11 14:29:01 +00:00
7fa096261a Merged changes in the trunk up to revision 52118.
Conflicts resolved:
source/blender/makesrna/intern/rna_scene.c
2012-11-12 00:30:55 +00:00
7d03e5c615 Fix part of #33132: render resoltuion refresh issues after persistent images
was added for cycles.

This fixes the case where the option is disabled. I moved the option now to
Blender itself and made it keep the engine around only when it's enabled. Also
fixes case where there could be issues when switching to another renderer.
2012-11-09 23:54:58 +00:00
a8a2782d34 Merged changes in the trunk up to revision 51985. 2012-11-07 22:12:19 +00:00
6eec49ed20 Cycles: memory usage report
This commit adds memory usage information while rendering.

It reports memory used by device, meaning:

- For CPU it'll report real memory consumption
- For GPU rendering it'll report GPU memory consumption, but it'll
  also mean the same memory is used from host side.

This information displays information about memory requested by Cycles,
not memory really allocated on a device. Real memory usage might be
higher because of memory fragmentation or optimistic memory allocator.

There's really nothing we can do against this.

Also in contrast with blender internal's render cycles memory usage
does not include memory used by scene, only memory needed by cycles
itself will be displayed. So don't freak out if memory usage reported
by cycles would be much lower than blender internal's.

This commit also adds RenderEngine.update_memory_stats callback which
is used to tell memory consumption from external engine to blender.
This information is used to generate information line after rendering
is finished.
2012-11-05 08:04:57 +00:00
15ed834343 Merged changes in the trunk up to revision 51718.
Conflicts resolved:
source/blender/blenloader/intern/readfile.c
source/blender/makesrna/intern/rna_scene.c
release/datafiles/startup.blend
2012-10-29 01:09:12 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
bc8f602601 style cleanup 2012-10-20 18:46:57 +00:00
a42ba82f63 Merged changes in the trunk up to revision 50829.
Conflicts resolved:
source/blender/blenloader/intern/readfile.c
source/blender/render/intern/source/convertblender.c
source/blender/render/intern/source/pipeline.c

Also addressed code inconsistency due to changes in the trunk revision 50628 (color
management with OCIO) and 50806 (UV project material).  OCIO-related changes are marked
OCIO_TODO as in some other files modified in revision 50628.
2012-09-23 18:50:56 +00:00
ddcc3f612a Fix #32603: Multi-Layer EXR files can't be color managed
Issue was caused by completely different way how multi-layer EXRs are loading,
they're bypassing general image buffer loading functions.

Solved by running color space transformation on render result construction
from multi-layer EXR image.

Also fixed issue with wrong display buffer computing for buffers with less
than 4 channels. Issues were:

- Display buffer is always expected to be RGBA
- OpenColorIO can not apply color space transformations on non-{RGB, RGBA}
  pixels.
2012-09-20 10:07:49 +00:00
4172997675 Merged changes in the trunk up to revision 50607.
Conflicts resolved:
source/blender/blenloader/intern/readfile.c
2012-09-15 00:15:24 +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
4ea2fb8b0a Merged changes in the trunk up to revision 49478.
Conflicts resolved:
source/blender/blenkernel/intern/library.c
source/blender/blenloader/intern/readfile.c
source/blender/editors/interface/resources.c
source/blender/makesrna/intern/rna_scene.c
2012-08-02 00:10:05 +00:00
8a1a4a453d Tie compositor will now update render result when changing node setup
Issue was caused by the way how render result was acquiring -- pointer
to render data was used to find needed render descriptor. It's not
reliable since render contains copy of scene's render data, not pointer
to this data.

Use node scene's id name for render result acquiring, the same way
as it was done in old compositor system.
2012-08-01 13:59:08 +00:00
065605e0da Merged changes in the trunk up to revision 48893.
Conflicts resolved:
source/blender/blenkernel/CMakeLists.txt
source/blender/blenloader/intern/readfile.c
source/blender/editors/animation/anim_filter.c
source/blender/makesrna/RNA_enum_types.h
2012-07-13 23:23:06 +00:00
2c8db87897 fix [#32020] Image will not render in second (any scene other than first) if scene name is longer than 28 characters 2012-07-08 00:04:41 +00:00
1f7ae143a2 Merged changes in the trunk up to revision 48227.
Conflicts resolved:
source/blender/blenloader/intern/readfile.c
source/blender/editors/space_file/filelist.c
2012-06-24 10:29:26 +00:00
0b0ac3aa9e remove scene from new compositor classes. only needs RenderData 2012-06-22 15:06:52 +00:00
2585d52405 Merged changes in the trunk up to revision 46045.
Conflicts resolved:
doc/python_api/sphinx_doc_gen.py
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/editors/mesh/editmesh_tools.c
source/blender/makesdna/DNA_scene_types.h
2012-04-29 00:59:04 +00:00
07b2241fb1 Cycles: merging features from tomato branch.
=== BVH build time optimizations ===

* BVH building was multithreaded. Not all building is multithreaded, packing
  and the initial bounding/splitting is still single threaded, but recursive
  splitting is, which was the main bottleneck.

* Object splitting now uses binning rather than sorting of all elements, using
  code from the Embree raytracer from Intel.
  http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/

* Other small changes to avoid allocations, pack memory more tightly, avoid
  some unnecessary operations, ...

These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.

BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.

=== Threads ===

Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.

Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.

=== Normal ====

Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.

In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.

=== Render Layers ===

Per render layer Samples control, leaving it to 0 will use the common scene
setting.

Environment pass will now render environment even if film is set to transparent.

Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.

=== Filter Glossy ===

When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.

Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.

Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00