Commit Graph

244 Commits

Author SHA1 Message Date
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
fb56dbc2af Cycles: procedural texture nodes reorganization. This will break existing files
using them, but rather do it now that I have the chance still. Highlights:

* Wood and Marble merged into a single Wave texture
* Clouds + Distorted Noise merged into new Noise node
* Blend renamed to Gradient
* Stucci removed, was mostly useful for old bump
* Noise removed, will come back later, didn't actually work yet
* Depth setting is now Detail socket, which accepts float values
* Scale socket instead of Size socket

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
2011-11-06 21:05:58 +00:00
72929172dd Cycles: add location/rotate/scale and XYZ mapping options for all texture nodes,
to reduce the amount of nodes needed to set up a simple texture.

These are currently editable in the texture properties tab, still need to make
them available in the node editor. Projection and color modification options will
be added later, they're not implemented yet but allocated already to avoid
version patches later.

Also an issue with the XYZ mapping is that when you set one to None, texture and
material draw mode doesn't draw the image texture well, OpenGL doesn't seem to
like the degenerate texture matrix?
2011-11-04 20:58:00 +00:00
7b06c1718b Cycles: material "sample as light" option, to make the integrator sample the
object as a mesh light or not. This may result in more/less noisy renders
depending on the situation, but should converge to the same result.
2011-10-16 20:58:48 +00:00
9c959d98fe Cycles: make Attribute node work, code for it was implemented in kernel, only
missing was the ability to specify the attribute name in the node. This makes
it possible to use multiple uv or vertex color layers now.
2011-10-15 20:13:35 +00:00
9ebfcea8f3 Cycles: revert commit that joined surface/volume socket into a single shader socket,
on second thought this makes it a bit too difficult to understand what's going on.
2011-10-12 23:03:12 +00:00
310b25c388 Cycles: code refactoring to split out code from mapping node. 2011-10-12 22:42:13 +00:00
9ec1114765 Cycles: make node with multiple input sockets with the same name work. Previously
nodes like Mix had their sockets renamed to Color1/Color2, but doing this breaks
compatibility for the internal renderer, so restored it now.
2011-10-12 15:45:52 +00:00
7503a7edfb Cycles: replace surface/volume sockets in output nodes with a single shader socket,
decided it's better to render objects as either surface or volume.

This may break the volume rendering patch, but shaders with volume closures still
get tagged as having volume closures, so it should be fixable without too many
changes.
2011-10-12 15:42:35 +00:00
1ab9fc59b7 Cycles: fix a few more msvc issues with empty scenes and ustring setting. 2011-10-03 17:42:24 +00:00
cdee3435c6 Cycles: internal changes that should have no effect on user level yet, added
shader flags for various purposes, and some code for light types other than
points.
2011-09-27 20:37:24 +00:00
136d27b350 Cycles: add some volume nodes, they don't actually do anything, this is just
to give other developers who may want to work on this to get a starting point.
2011-09-27 20:03:16 +00:00
f4a9215d7c Cycles: svn merge -r39870:r40266 https://svn.blender.org/svnroot/bf-blender/trunk/blender
Merging the node changes required a lot of conflict resolution, fixed the
issues I could find but if you want stability you might want to wait a bit
before updating.
2011-09-17 13:28:40 +00:00
66b1dfae89 Cycles: tweaks to properties and nodes
* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights

There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
2011-09-16 13:14:02 +00:00
f97d7b234d Cycles: fix crash with group node sockets that don't connect to any node
inside the group.
2011-09-12 14:47:36 +00:00
df625253ac Cycles:
* Add max diffuse/glossy/transmission bounces
* Add separate min/max for transparent depth
* Updated/added some presets that use these options
* Add ray visibility options for objects, to hide them from
  camera/diffuse/glossy/transmission/shadow rays
* Is singular ray output for light path node

Details here:
http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
2011-09-01 15:53:36 +00:00
bae896691a Cycles:
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
  internal renderer, objects with this closure show the background / zero
  alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
  the pipeline, should be moved to compositor.

* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
  because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
2011-08-28 13:55:59 +00:00
f7b9c85871 Cycles: fix some invalid memory access problems found by running the windows build in debug mode. 2011-08-21 10:32:15 +00:00
eedcba7ed5 Cycles: for material/world/lamps, if use_nodes is disabled, show some
default shaders instead of black.
2011-05-31 11:28:04 +00:00
922bb24865 Cycles: color space control for image/environment texture nodes. Ideally would
be automated but need to think about how to do this, not so simply in a node
system. But guideline for now is, for color textures set to sRGB, for things like
bump or roughness map, set to Linear.
2011-05-13 14:32:08 +00:00
da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00