Commit Graph

512 Commits

Author SHA1 Message Date
Dalai Felinto
3a95bdfc65 SceneRenderLayer Removal/Refactor
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.

Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.

This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.

This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).

Following next is the individual note of the individual parts that were committed.

Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and

(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE

Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.

Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).

Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.

Reviewers: sergey, campbellbarton, brecht

Differential Revision: https://developer.blender.org/D2919
2017-11-22 07:13:33 -02:00
7b1d707481 Merge branch 'master' into blender2.8 2017-11-08 00:20:59 +01:00
2a097527f2 Fix various issues with (multiview) OpenEXR file save/load.
* Fix saving a multiview render from the image editor giving invalid files.
* Fix failure to load multiview images with a single view per part.
* Fix loss of multiview metadata when saving/loading a single view.
* Fix Z-Buffer writing option for single layer EXR not being respected.

Multiview EXRs are now always handled as multilayer internally, significantly
reducing the amount of code.

Reviewed By: dfelinto

Differential Revision: https://developer.blender.org/D2887
2017-11-07 23:20:22 +01:00
f7d59fbc46 Merge branch 'master' into blender2.8
# Conflicts:
#	tests/gtests/alembic/abc_export_test.cc
2017-11-02 14:37:10 +01:00
ff97dcebf3 Fix T53182: cancelling save buffers + denoising render clears image. 2017-11-02 14:31:05 +01:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
c6c49d90dc Remove volatile, causing issues w/ GCC/ubsan
Was Cygwin workaround, no longer needed.
2017-08-03 07:10:20 +10:00
277dc47eea Remove volatile, causing issues w/ GCC/ubsan
Should remove from master since its workaround for Cygwin
but too close to release.
2017-07-29 08:58:11 +10:00
e1482841dd Merge branch 'master' into blender2.8 2017-07-03 19:53:00 +03:00
e3e5ecfaa8 Fix T51746: normal map tangents not working correctly when there are no UV maps.
Patch by Alexander, with some refactoring by Brecht.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2709
2017-07-02 21:28:10 +02:00
82e242cc72 Merge branch 'master' into blender2.8 2017-05-03 18:33:02 +02:00
4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
2017-05-03 16:44:52 +02:00
Dalai Felinto
4122eeb09a Cycles: Use depsgraph instead of layers 2017-04-25 18:03:13 +02:00
78b5d66af8 Object Info node support for GLSL mode and the internal render
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.

{F499530}

Example: {F499528}

Reviewers: merwin, brecht, dfelinto

Reviewed By: brecht

Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2425
2017-04-14 18:15:57 +03:00
12e1732f72 Layer Weight node support for Blender Internal Render 2016-12-15 15:03:28 +03:00
eaea4ea51f Grease Pencil v2 Branch
Improve current Grease Pencil in order to get a better 2D animation tool.

More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov

Reviewed By: Severin, aligorith, campbellbarton

Patch by @antoniov, with edits by @Severin.

Differential Revision: https://developer.blender.org/D2115
2016-08-03 23:39:36 +02:00
12cdc67d83 Bump maximum threads number to 1024
This commit contains all the changes required for most optimal maximum threads
number bump. This is needed to avoid possibly unneeded initialization or data
allocation on systems with lower threads count.

TODO: Still need to review arrays in render data structures from render_types.h,

P.S. We might remove actual bump of max threads from this patch, so when we'll
be applying the patch we can do all the preparation work and then do actual
bump of max threads.

Reviewers: mont29, campbellbarton

Reviewed By: mont29, campbellbarton

Maniphest Tasks: T43306

Differential Revision: https://developer.blender.org/D1343
2016-07-15 16:47:30 +02:00
7fcab3324b Render border: make it work together with with cache result / save buffers / full sample.
Differential Revision: https://developer.blender.org/D2080
2016-07-05 21:59:02 +02:00
fd7068ee28 Fix T48550: Imperfections when Bake displacement map to plane if camera is not in front
The issue was caused by non-watertight nature of intersection, which is now addressed.

Hopefully it doesn't cause any regression caused by uninitialized precalculated storage.
2016-06-06 13:55:04 +02:00
5abae51a6e Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).

The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.

Previously only the active UV layer was used to calculate tangents.
2016-04-26 20:43:29 +10:00
Jack Andersen
861616bf69 Full Inverse-Quadratic-Equation Lamp Falloff
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.

The current falloff modes use a formula like this inverse-square one:

`I = E × (D^2 / (D^2 + Q × r^2))`

While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:

`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`

In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.

The UI has been patched like so:
{F153843}

Reviewers: brecht, psy-fi

Reviewed By: psy-fi

Subscribers: brita_, antidote, campbellbarton, psy-fi

Differential Revision: https://developer.blender.org/D1194
2016-03-13 02:05:36 +01:00
c149b6b7d7 Fix T47753: World equirectangular regression
D1729 fixed 'View' projection but broke 'Equirectangular'.

This commit also changes equirectangular projection to match Cycles and the viewport.
2016-03-11 20:36:59 +11:00
9c183f60e1 Fix T47610: Texture node in compositing nodes does not update
The issue was caused by some code accessing R from a functions which
are marked as safe for use from outside of render pipeline.

Now those functions are safe(er) for use.
2016-03-02 12:47:43 +05:00
0136046335 Fix T45343: incorrect Cycles baking of bump maps from selected to active.
The differentials were incorrect, now they are properly transferred from the
low to the high poly mesh.
2016-02-18 20:05:57 +01:00
d40a24a037 Fix crash on exit with Blender Internal baking and envmap render. 2016-02-17 22:46:11 +01:00
a1d7f67d81 cleanup: spelling / typos
no functional changes
2016-01-28 00:30:50 -05:00
a6aaaad979 Vector Transform node support for GLSL mode and the internal renderer
The Vector Transform node is a useful node which is present in the Cycles renderer.
{F144283}
This patch implements the Vector Transform node for GLSL mode and the internal renderer.

Example: {F273060}

Alexander (Blend4Web Team)

Reviewers: brecht, campbellbarton, sergey

Reviewed By: campbellbarton, sergey

Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov

Projects: #bf_blender:_next

Differential Revision: https://developer.blender.org/D909
2016-01-23 15:39:31 +03:00
7f2b8e78b6 Use const qualifier in do_sky_tex
Will be needed for D1729.
2016-01-13 13:18:41 +05:00
57a3163096 Speedup OpenGL sequencer animation rendering
The idea is to avoid having roundtrip from byte to float and back to byte buffer
and use render result's byte buffer to store result of sequencer rendering.
This actually matches to what regular render pipeline is doing and this gives
around 2-3 times speedup of sequencer export on a simple scenes.
2015-11-16 18:20:41 +05:00
90b925f76d Fix T46333: Particle Info Node broken w/ BI
Patch from @a.romanov

This also fixes multiple particle systems - which never worked.
2015-10-05 23:26:57 +11:00
03f00eb91d Docs: doxy corrections 2015-07-31 23:44:37 +10:00
38940662e5 Particle Info node support for GLSL mode and the internal render.
With this patch "Particle Info" node from Cycles works in GLSL and BI

Alexander (Blend4Web Team)

Reviewers: psy-fi
Note: moved particle info to object render instance instead of
shadeinput during review - Antony.

Differential Revision: https://developer.blender.org/D1313
2015-07-14 18:52:29 +02:00
fc35b758ad Fix T44682: Save Buffers canceled renders show nothing in Image Editor
The issue was caused by render pipeline freeing render parts prior to finishing
exr file writing which resulted in unfinished parts not being written into the
file by save_empty_result_tiles().

As a temporary solution we do explicitly write unfinished parts as empty tiles
to the exr file prior to freeing parts.

Not ideal solution, but should work for the release.
2015-06-17 17:50:50 +02:00
9927849708 Fix T44984: wrong texture clamping when applying saturation > 1.0
Applying saturation > 1.0 in HSV space easily leads to negative values in RGB space,
so we have to clamp again...
2015-06-07 16:56:58 +02:00
Dalai Felinto
f8540d7fd5 RenderResult should have a valid view whenever possible 2015-04-28 18:08:56 -03:00
9510137d12 Cleanup: brace placement /w structs 2015-04-07 11:25:42 +10:00
Dalai Felinto
d5f1b9c222 Multi-View and Stereo 3D
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html

Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode

Viewport
* Cameras
* Plane
* Volume

Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support

Sequencer
* Image/Movie Strips 'Use Multiview'

UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

Scene Render Views
* Ability to have an arbitrary number of views in the scene

Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.

Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.

Everything else is likely small todos, and may wait until we are sure none of the above is happening.

Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix

Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up

Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)

Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
2015-04-06 10:40:12 -03:00
94b0193196 Make point density sampling functions a bit easier for re-use
Still not ideal but getting closer. Main annoying thing so far is
dependency of Render structure for now. It is used to switch particles
to render mode and could probably also be eliminated.
2015-03-29 02:14:06 +05:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
3d6642db83 Fix race condition and bad memory access highlighting render tiles
Is was possible that interface will be refreshed at thesame time
as render engine will start freeing render parts.

Not sure if we can get away without RW mutex here, seems we need
one way of synchronization or another..
2015-03-20 17:51:05 +05:00
d9c77a490c Fix T43427: Particle system children sometimes not generated on reload
The issue was caused by the conflict between preview render which would set
R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of
the render pipeline trying to use this flag.

Now the sampler functions accepts extra argument so render pipeline can
still skip image load, but calls outside of the pipeline will nicely load
all the images.

Not cleanest change in the world but good enough to unlock gooseberry team,
and assuming we already had pool passed all over the place it should be all
fine.

Will need to reshuffle arguments into SamplerOptions structure later.
2015-01-27 16:14:53 +05:00
cf178f71ac Fix T42641, Graphical fragments showing on Blender 2.71 and higher when baking.
Safe for 2.73...

This revert rB9b0ab890676790bb1e8e77797629b889ea66f69e - needed to set that threshold to a small
negative value to remove the last artefacts reported in T39735, but now I could not reproduce
any with the previous 0.0f value, so restoring it for the time being.

If this 'shadowed neighbor face' case re-appears, we can always choose a value in-between, like -1e-18f...
2014-12-26 13:00:36 +01:00
e5fd5599bc Fix T40566: Light instances disappears in rendered viewport (Blender Internal)
This is just another issue caused by convertblender overwriting the object
matrix at the time of creating render object. What's even worse here is that
original matrix is not stored for the lamps, only lamp_matrix*view_matrix is
stored.

For sure we can combine lar->co and lar->mat back to mat4, multiply by the
inverse view matrix and get object matrix, but this is not suitable for the
viewport render because every viewport rotation will accumulate the error.

For now let's store worldspace lamp matrix in the LampRen structure and use
it when rotating the scene.
2014-08-13 01:48:15 +06:00
6ff6883f99 Fix T40843: Cycles does not support viewport render override 2014-07-04 16:34:15 +06:00
6c6fa749f6 Second attempt to fix T40833: Crash when rendering with freestyle.
The cause of the crash was identified in an uninitialized member variable
`Main->lock`.  Now that struct Main has a few member variables whose
values are dynamically allocated, per-render Freestyle-specific Main data
structures will be allocated and released using `BKE_main_new()` and
`BKE_main_free()`, respectively.

This revision complements the commit rB6135556f4556.
2014-07-01 23:36:53 +09:00
78cdc707ab Add render result caching.
Simply add an option to render settings to save an EXR cache,
just when the render is finished. Also changed RE_ReadRenderResult() to read
cache instead of temp sample files (those are fully volatile now anyway).

Path to save cached render results is an UserPreferences setting.

Also added 'Reload render' feature to the Image Editor (so one can now re-open a blend,
and in an Image Editor hit ctrl-R to (try to) reload last render from cache).

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D553
2014-06-28 19:23:34 +02:00
3bd965bc03 Fix T40764: Keyframed Render Layers Don't Work as Intended 2014-06-23 14:33:58 +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
1f4cfb3974 Fix T39952: Printing tiles gives negative numbers 2014-04-30 09:34:37 +10:00
9b0ab89067 Follow up to previous commit: tweak RE_RAYTRACE_EPSILON (correction value used
when checking neighbor faces against shadowing).
2014-04-21 20:27:19 +02:00