Commit Graph

219 Commits

Author SHA1 Message Date
04896d223d Smoke: add temperature grid, with values 0..1 corresponding to 0..1000K. 2018-02-23 18:57:58 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
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
cd4f925f56 Merge branch 'master' into blender2.8 2017-11-03 20:59:15 +11:00
50c129760d Fix Cycles showing empty tiles while they are being denoised. 2017-11-02 15:23:55 +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
c8de666cbe Merge branch 'master' into blender2.8 2017-10-31 17:38:53 +01:00
5296c2e099 Experiment with adding output file meta data from render engine
The idea is to make it possible to report extra meta data from
render engine to the file writing. This way we can provide
additional information such as number of samples rendered by
resumable Cycles rendering so we can easily combine files back.

Currently only report number of samples from Cycles when rendering
a single render-layer scene. This is something what was required
here at the studio. We can easily extend that further.

Ideally we would also need to support non-string metadata, but
that's for later.

Reviewers: mont29, campbellbarton

Reviewed By: mont29, campbellbarton

Subscribers: sybren, candreacchio

Differential Revision: https://developer.blender.org/D2502
2017-10-31 15:05:53 +01:00
f5456df095 Merge branch 'master' into blender2.8 2017-10-24 02:05:41 +02:00
ae41f38f78 Code refactor: pass device to scene, check OSL with device info. 2017-10-24 01:03:59 +02:00
Julian Eisel
147f9585db Merge branch 'master' into blender2.8 2017-10-23 00:04:20 +02:00
6199a606a6 Cycles: disable progressive refine if denoising or save buffers is used.
Progressive refine undoes memory saving from save buffers, so enabling
both does not make much sense. Previously enabling progressive refine
would disable denoising, but it should be the other way around since
denoise actually affects the render result.

Includes some code refactor for progressive refine render buffers, and
avoids recomputing tiles for each progressive sample.
2017-10-21 20:29:21 +02:00
dc95c79971 Merge branch 'master' into blender2.8 2017-10-11 13:14:16 +05:00
cdb0b3b1dc Code refactor: use DeviceInfo to enable QBVH and decoupled volume shading. 2017-10-08 13:17:33 +02:00
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
9fbef5d5d5 Merge branch 'master' into blender2.8 2017-07-21 11:18:02 +02:00
2b132fc3f7 Fix T52135: Cycles should not keep generated/packed images in memory after render. 2017-07-20 23:47:05 +02:00
a4cd7b7297 Fix potential memory leak in Cycles loading of packed/generated images. 2017-07-20 23:46:58 +02:00
0f4f4d8754 Merge branch 'master' into blender2.8 2017-06-12 15:12:36 +02:00
c73206acc5 Cycles: Fix denoising passes being written when they're not actually generated 2017-06-09 23:02:56 +02:00
Julian Eisel
2d22092230 Merge branch 'master' into blender2.8 2017-05-13 19:35:54 +02:00
890d871bc3 Fix T51314: crash cancelling Cycles bake during scene sync and update. 2017-05-13 07:15:25 +02:00
Julian Eisel
9181f13af7 Merge branch 'master' into blender2.8 2017-05-08 00:19:22 +02:00
43b374e8c5 Cycles: Implement denoising option for reducing noise in the rendered image
This commit contains the first part of the new Cycles denoising option,
which filters the resulting image using information gathered during rendering
to get rid of noise while preserving visual features as well as possible.

To use the option, enable it in the render layer options. The default settings
fit a wide range of scenes, but the user can tweak individual settings to
control the tradeoff between a noise-free image, image details, and calculation
time.

Note that the denoiser may still change in the future and that some features
are not implemented yet. The most important missing feature is animation
denoising, which uses information from multiple frames at once to produce a
flicker-free and smoother result. These features will be added in the future.

Finally, thanks to all the people who supported this project:

- Google (through the GSoC) and Theory Studios for sponsoring the development
- The authors of the papers I used for implementing the denoiser (more details
  on them will be included in the technical docs)
- The other Cycles devs for feedback on the code, especially Sergey for
  mentoring the GSoC project and Brecht for the code review!
- And of course the users who helped with testing, reported bugs and things
  that could and/or should work better!
2017-05-07 14:40:58 +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
0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00
d544a61e8a Cycles: Update remaining time once per second without waiting for a tile change
Previously, the code would only update the status string if the main status changed.
However, the main status did not include the remaining time, and therefore it wasn't updated until the amount of rendered tiles (which is part of the main status) changed.

This commit therefore makes the BlenderSession remember the time of the last status update and forces a status update if the last one was more than a second ago.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D2465
2017-03-20 15:28:36 +01:00
c44cdd5905 Cycles: Allow rendering a range of resumable chunks
The range is controlled using the following command line arguments:

  --cycles-resumable-start-chunk
  --cycles-resumable-end-chunk

Those are 1-based index of range for rendering.
2017-03-15 16:00:01 +01:00
fa19940dc6 Cycles: Fix rng_state initialization when using resumable rendering 2017-02-01 05:43:17 +01:00
53fa389802 Cycles: Use dedicated debug passes for traversed nodes and intersection tests
This way it's more clear whether some issue is caused by lots of geometry in
the node or by lots of "transparent" BVH nodes.
2017-01-12 13:44:35 +01:00
511dbe56db Cycles: Cleanup, use switch() instead of if-else chain
About to add extra debug passes, which will be more clear to use switch().
2017-01-12 12:45:37 +01:00
7bbb2292dc Cycles: Cleanup, whitespace around operator 2017-01-11 15:16:22 +01:00
a2ebc5268f Cycles: Refactor Progress system to provide better estimates
The Progress system in Cycles had two limitations so far:
 - It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
 - Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.

This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.

Along with that, some unused variables were removed from the Progress and Session classes.

Reviewers: brecht, sergey, #cycles

Subscribers: brecht, candreacchio, sergey

Differential Revision: https://developer.blender.org/D2214
2016-12-03 05:02:21 +01:00
7ea2dedd59 Cycles: Pass extra array size argument to builtin image pixels functions
This is a way to avoid possible memory corruption when render threads works
in parallel with UI thread.

Not guarantees complete safe, but makes things easier to check anyway.
2016-11-29 11:03:11 +01:00
Dalai Felinto
0f8e5f4fb4 Cycles: Different noise seed for stereoscopic rendering (Fix #T50024)
Patch by Sergey Sharybin.
2016-11-18 18:23:52 +01:00
013b46d6bd Cycles: Replace object index hack with actual checks for SD_TRANSFORM_APPLIED
Using ones complement for detecting if transform has been applied was confusing
and led to several bugs. With this proper checks are made.

Also added a few transforms where they were missing, mostly affecting baking
and displacement when `P` is used in the shader (previously `P` was in the
wrong space for these shaders)

Also removed `TIME_INVALID` as this may have resulted in incorrect
transforms in some cases.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2192
2016-09-11 13:49:05 -04:00
e7d13b8a1d Code refactor: nodify Cycles background and film.
Differential Revision: https://developer.blender.org/D2016
2016-05-22 17:29:25 +02:00
f951cc36e2 Cycles: Support heat volume attribute
Similar to velocity, it was kind of supported by the mesh manager but
was missing a code in BlenderSession to get actual values.

In Cycles Heat is an attribute which goes from -1 to 1, where -1 is
the coldest ever temperature, 1 is the hottest ever one.
2016-04-15 12:02:31 +02:00
a52b4378b2 Cycles: Improve error print a bit 2016-04-15 11:24:59 +02:00
84c68dcb3f Cycles: Minor cleanup, whitespace around keyword and preprocessor indent 2016-04-13 08:58:52 +02:00
951fad2baa Cycles: Add missing velocity attribute to builtin image loader
For some reason other parts of blender importer were assuming velocity
is supported, but actual loader was not aware of that.

Fixes T48064: Adding velocity attribute crashes render
2016-04-12 13:26:21 +02:00
19539c50c9 Cycles: Avoid crash when accessing non-existing volume attribute 2016-04-12 13:26:21 +02:00
a51e9ece53 Cycles: Fix misleading remaining time report when using infinite number of samples in viewport 2016-04-06 16:30:52 +02:00
f8b9f4e9bb Cycles: Resumable render implementation for Cycles
This feature is also known by the name Samples Offset, which allows
artists to render animation with given amount of samples N, but then
render more samples, starting from N and ending with M (where M > N)
and merge renders together as if they rendered exactly M samples.

Surely such effect could be achieved by changing Seed variable, but
that has possible issues with correlation artifacts and requiring to
manually deal with per render layer samples and such.

While we can't support all possible renderfarm-related features in
Cycles it's nice to support really commonly used stuff.

Here's a command how to run Blender with the new feature enabled:

  blender -- --cycles-resumable-num-chunks 24 --cycles-resumable-current-chunk 2

This command will divide samples range in 24 parts and render
range #2 (chunk number is 1-based).

This feature might be changed a bit after we'll do some tests here
in the studio with it.
2016-03-30 16:02:27 +02:00
0922b6d6de Cycles: Fix border render after spherical stereo commit
Buffer params needs to know camera's border, otherwise it'll create full buffer.

There might be some issues with stereo camera still, but in worst case it'll
only update camera twice as far as i can tell. Not ideal, but better than no
border render at all.
2016-03-11 12:58:28 +05:00
Dalai Felinto
de7a8af793 Multi-View: Cycles - Spherical Stereo support (VR Panoramas)
This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices

The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)

Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).

* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER

* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)

* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).

* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.

* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.

* We have no support for interocular distance attenuation based on the proximity of the poles  (which helps to reduce the pole rotation effect/artifact).

THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451

This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.

All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case	 Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332

Reviewers: sergey, dingto

Subscribers: #cycles

Differential Revision: https://developer.blender.org/D1223
2016-03-10 09:28:29 -03:00
7faa9d1304 Fix T46550: Cycles combined baking black in some cases.
Now pass_filter is modified to have exactly the flags for the light components
that need to be baked, based on the shader type. This simplifies the logic.
2016-02-06 21:02:02 +01:00