Commit Graph

74 Commits

Author SHA1 Message Date
8f33538fab Cycles code refactor: add motion sampled normals attribute. 2014-03-29 13:03:46 +01:00
99f5993088 Cycles code refactor: improve vertex motion attribute storage and export.
This now supports multiple steps and subframe sampling of motion.

There is one difference for object and camera transform motion blur. It still
only supports two steps there, but the transforms are now sampled at subframe
times instead of the previous and next frame and then interpolated/extrapolated.
This will give different render results in some cases but it's more accurate.

Part of the code is from the summer of code project by Gavin Howard, but it has
been significantly rewritten and extended.
2014-03-29 13:03:46 +01:00
d7cff8f74c Fix T39114: cycles lamp ray visibility not working.
Thanks to Thomas for finding the cause.
2014-03-12 18:21:23 +01:00
0f8ad228c3 Fix T38526: crash using blackbody node on background with multiple importance sampling. 2014-02-06 21:10:22 +01:00
e369a5c485 Cycles Volume Render: support for rendering of homogeneous volume with absorption.
This is the simplest possible volume rendering case, constant density inside
the volume and no scattering or emission. My plan is to tweak, verify and commit
more volume rendering effects one by one, doing it all at once makes it
difficult to verify correctness and track down bugs.

Documentation is here:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume

Currently this hooks into path tracing in 3 ways, which should get us pretty
far until we add more advanced light sampling. These 3 hooks are repeated in
the path tracing, branched path tracing and transparent shadow code:

* Determine active volume shader at start of the path
* Change active volume shader on transmission through a surface
* Light attenuation over line segments between camera, surfaces and background

This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-28 16:57:10 +01:00
ac78c4a634 Fix cycles too slow export of meshes with uvs when a motion vector pass is used. 2013-09-10 15:12:53 +00:00
b9ce231060 Cycles: relicense GNU GPL source code to Apache version 2.0.
More information in this post:
http://code.blender.org/

Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00
40b05d364e Cycles: code refactoring to add generic lookup table memory. 2013-04-01 20:26:43 +00:00
e0ca72735d Further fix for #34121: OSL + persistent images could crash in some cases still. 2013-02-14 16:48:43 +00:00
adbd84c320 Fix #34121: OSL + persistent images option was not freeing shader memory properly,
causing memory to increase continuously during animation render.
2013-02-14 16:11:47 +00:00
e9ba345c46 New feature
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only)

This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with.

The UI appears under the particle tab and there is a new hair info node available.

It is only available under the experimental feature set and for cpu rendering.
2012-12-28 14:21:30 +00:00
a9d889cba4 Fix #33405: preview render getting stuck in a particular .blend file, ObjectKey
operator< had wrong brackets, changed it now to be more clear.

Fix #33404: crash GPU rendering with OSL option still enabled. There was a check
to disable OSL in this case, but it shouldn't have modified scene->params because
this is used for comparison in scene->modified().
2012-12-04 07:48:09 +00:00
3f0fe65635 Fix #32972: cycles crash changing to GPU render with OSL enabled. 2012-11-09 21:27:05 +00:00
76525d5398 Cycles: persistent images option
This option enables keeping loaded images in the memory in-between
of rendering.

Implemented by keeping render engine alive for until Render structure
is being freed.

Cycles will free all data when render finishes, optionally keeping
image manager untouched. All shaders, meshes, objects will be
re-allocated next time rendering happens.

Cycles cession and scene will be re-created from scratch if render/
scene parameters were changed.

This will also allow to keep compiled OSL shaders in memory without
need to re-compile them again.

P.S. Performance panel could be cleaned up a bit, not so much happy
     with it's vertical alignment currently but not sure how to make
     it look better.

 P.P.S. Currently the only way to free images from the device is to
       disable Persistent Images option and start rendering.
2012-11-09 08:46:53 +00:00
fe16b26206 Cycles: fix some update issues with camera motion blur, and do some more work
for getting object motion blur ready.
2012-10-15 21:12:58 +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
Lukas Toenne
f0d2477484 Fix for #32184 and redesign of particle storage in Cycles.
The particle data used by the Particle Info node was stored in cycles as a list in each object. This is a problem when the particle emitter mesh is hidden: Objects in cycles are only intended as instances of renderable meshes, so when hiding the emitter mesh the particle data doesn't get stored either. Also the particle data can potentially be copied to multiple instances of the same object, which is a waste of texture space.

The solution in this patch is to make a completely separate list of particle systems in the Cycles scene data. This way the particle data can be generated even when the emitter object itself is not visible.
2012-08-31 17:27:08 +00:00
4ba456d175 Cycles: first step for implementation of non-progressive sampler that handles
direct and indirect lighting differently. Rather than picking one light for each
point on the path, it now loops over all lights for direct lighting. For indirect
lighting it still picks a random light each time.

It gives control over the number of AA samples, and the number of Diffuse, Glossy,
Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample.

This helps tuning render performance/noise and tends to give less noise for renders
dominated by direct lighting.

This sampling mode only works on the CPU, and still needs proper tile rendering
to show progress (will follow tommorrow or so), because each AA sample can be quite
slow now and so the delay between each update wil be too long.
2012-06-13 11:44:48 +00:00
dd9c1b7fbf Cycles: OpenCL image texture support, fix an attribute node issue and refactor
feature enabling #defines a bit.
2012-05-13 12:32:44 +00:00
1d8c798188 Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.

Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
2012-04-30 12:49:26 +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
be0aef2ef2 Cycles: pause button to interrupt viewport renders, in the 3d view header. 2011-08-29 16:54:13 +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