Commit Graph

83 Commits

Author SHA1 Message Date
709a86a8d9 Multires baker: fix wrong normalization if baking happens to multiple images
Previously normalization will happen per image buffer individually, which
was wrong in cases different faces of the sane mesh uses different images.

Also solved possible threading issues when calculating min.max displacement.
2013-01-21 18:34:27 +00:00
04affbe80e Support normalized displacement maps in cases maximal distance is not set
This will calculate maximal distance automatically and normalize displacement
to it. Before this change normalization will not happen at all in cases max
distance is not set manually.

This affects on "regular" baker only, there are still some fixes to come for
multiresolution baker, but that could be solved separately.
2013-01-21 09:05:05 +00:00
86991fbcb0 Fixed render time regression in Blender Internal
It was caused by image threading safe commit and it was noticeable
only on really multi-core CPU (like dual-socket Xeon stations), was
not visible on core i7 machine.

The reason of slowdown was spinlock around image buffer referencing,
which lead to lots of cores waiting for single core and using image
buffer after it was referenced was not so much longer than doing
reference itself.

The most clear solution here seemed to be introducing Image Pool
which will contain list of loaded and referenced image buffers, so
all threads could skip lock if the pool is used for reading only.
Lock only needed in cases when buffer for requested image user is
missing in the pool. This lock will happen only once per image so
overall amount of locks is much less that it was before.

To operate with pool:
- BKE_image_pool_new() creates new pool
- BKE_image_pool_free() destroys pool and dereferences all image
  buffers which were loaded to it
- BKE_image_pool_acquire_ibuf() returns image buffer for given
  image and user. Pool could be NULL and in this case fallback to
  BKE_image_acquire_ibuf will happen.

  This helps to avoid lots to if(poll) checks in image sampling
  code.

- BKE_image_pool_release_ibuf releases image buffer. In fact, it
  will only do something if pool is NULL, in all other case it'll
  equal to DoNothing operation.
2013-01-21 08:49:42 +00:00
92862f96dc code cleanup: use float sizes for function args. 2012-10-15 23:11:59 +00:00
3d1cdfbb38 remove sticky coords from blender and the internal render engine. 2012-09-21 11:37:51 +00:00
d5032657ed style cleanup 2012-06-06 22:38:39 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
f0fc8c22bb Fix #27120: Bake to image used for rendering glitch (bake feedback loop)
Detect feedback loop and do not bake to images detected in this loop and show
nice warning message in such cases.

It's a way which wouldn't overcomplicate code trying to duplicate images and so
without real benefit.
2012-01-20 07:43:46 +00:00
46ae692710 Merge with trunk r41342 2011-10-28 17:00:53 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
9de082dbf4 Dynamic Paint:
* Enabled modifier "Apply" button since it can now be used to apply displacement or output layers to the mesh.
* Default surface output names are now unique in case canvas has multiple surfaces of same type.
* Merged "face aligned" and "non-closed" brush options to a single "Project" toggle, available for "Proximity" brushes.
* Added more icons to user interface selections.
* Increased default proximity distance.
* Set proximity falloff ramp to only affect alpha by default.
* Removed some no longer required render ext. functions.
* Fix: geometry node vertex alpha didn't work unless "Vertex Color Paint/Light" was enabled from material.
2011-09-10 08:55:44 +00:00
8394f65d4a Dynamic Paint:
* Object velocity can now be used to determine brush influence and color.
* Brushes can now be set to "smudge" existing paint.
* Added new operators to easily add and remove surface output mesh data layers from Dynamic Paint ui.
* Fixed drip effect algorithm to work properly on forces pointing towards surface.
* Adjusted drip effect speed.
* Drip effect can now use canvas velocity and acceleration to influence drip direction.
* Fixed texture mapping for material enabled brushes.
* "Object Center" type brushes can now use "material color" as well.
* Improved surface partitioning grid generation algorithm.
* Fixed possible invalid brush collision detection when OpenMP enabled.
* Fixed incorrect random sized particle displace/wave influence.
* Fixed "Object Center" brush color ramp falloff.
* Fixed invalid zero alpha sampling when rendering vertex colors.
* Lots of smaller tweaking.
2011-08-03 18:31:48 +00:00
6ed039642a Dynamic Paint:
* Added alpha support renderer for vertex colors. You can now easily render Dynamic Paint produced vertex colors by checking "Vertex Color" in material options.
* Added "Vertex Alpha" socket for "Geometry" material node.
* Fixed vertex surface color output issues.
2011-07-24 17:03:33 +00:00
c896fcae79 Merge with trunk r37849 2011-06-27 08:11:05 +00:00
692e0ebc13 fix for incorrect bake api usage. but not a bug. 2011-06-20 15:20:33 +00:00
b937a4f5b6 Merge with trunk r37546 2011-06-16 12:00:03 +00:00
aaf7dae5f1 Code cleanup: remove unused shaded draw mode code. 2011-06-15 10:17:06 +00:00
b89924f5dd de-duplicate multires image filter function. (no functional change) 2011-06-15 02:14:38 +00:00
3b41ab432b Applied Dynamic Paint 1.18f patch as a codebase for GSoC. 2011-05-24 07:08:58 +00:00
daff7a447e Bugfix #26388
Actually a todo item I forgot:

Material nodes previews now follow the scene "color managenent"
setting.
2011-03-07 11:51:09 +00:00
Nathan Letwory
8c8ae3dedf doxygen: entry for gpu, modifiers, nodes, python and render 2011-02-21 06:58:46 +00:00
20553d4064 This commit will switch blender to use tangent space generated within
the two files mikktspace.h and mikktspace.c. These are standalone files
which can be redistributed into any other application and regenerate the
same tangent spaces. The implementation is independent of the ordering
of faces and the vertex ordering of faces.
2011-02-14 18:18:46 +00:00
04299657a7 Raytrace modifications from the Render Branch.
These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.

There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.

Interal changes:

* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
 makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
  normalized and sometimes not, confusing... now dir is always normalized
  and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
  helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
  than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
  noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
  to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
  nearly all nodes have this many children, so overall it actually reduces
  memory usage a bit and avoids a pointer indirection.
2011-02-05 13:41:29 +00:00
b2be78c0cc Bugfix #25392
Compositor: Texture node didn't use texture-nodes itself.
Now composites initialize texture nodes correctly.

Also reviewed the fix for crashing texture nodes for displace.
It appears texture nodes also are used for sculpt/paint 
brushes, in these cases it can be allowed again. But, don't
do this during rendering for now!
2010-12-27 19:26:38 +00:00
94aa87dd62 Fix for [#24293] Shadow pass is wrong
* The problem is that shadow pass is derived from the diffuse pass as
  shad = shad'/diff, where shad' = shad*diff. In cases where diff is
  0 and the division can't be done shad is left as shad' (=0).
* This all works just fine until the diffuse color is 0 on just one
  channel (no red in material color for example). In this case the shadow
  pass is left as 0 too regardless of the existence of an actual shadow,
  so the end result is a colored shadow!
* The only real solution is to use the original shadow intensity to
  determine if there actually is a shadow or not. This is now stored in
  shr->shad[3] from the lamp shadow calculation.

Note: The best solution would probably be to calculate the shadow pass on
it's own and not to derive it from the diffuse pass, but I didn't dare to
start messing up the shading code totally.
2010-10-19 16:10:30 +00:00
6e92ddf8b3 Progress indicators for threaded jobs
Now, rather than the bit-too-alarming stop sign, threaded wmJobs 
display a progress indicator in the header. This is an optional feature
for each job type and still uses the same hardcoded ui template
(could use further work here...).

Currently implemented for:
Render - parts completed, then nodes comped
Compositor - nodes comped
Fluid Sim - frames simulated
Texture Bake - faces baked

Example: http://mke3.net/blender/devel/2.5/progress.mov
2010-05-27 08:22:16 +00:00
080c49d176 Fix #21545: geometry node front/back incorrectly depended on camera angle, can
actually be implemented simpler now.
2010-04-06 10:24:57 +00:00
bd638da9a0 Texture Nodes:
* Remove the manual OSA method but rather pass on derivatives to the
  textures. This means that at the moment e.g. the bricks node is not
  antialiased, but that image textures are now using mipmaps. Doing
  oversampling on the whole nodetree is convenient but it is really
  the individual textures that can do filtering best and quickest.
* Image textures in a texture node tree were not color corrected and
  did not support 2d mapping, now it's passing along shadeinput to
  make this possible. Would like to avoid this but not sure how.
* Fix preview not filling in all pixels when scaling or rotating in
  the texture nodes.
2010-02-16 15:45:19 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
5445dda295 Ambient Occlusion split up into:
Ambient occlusion: multiplied with direct lighting by default, add
is also still available and more blending methods might be added if
they are useful. This is fundamentally a non physical effect.

Environment lighting: always added as you would expect (though you can
subtract by specifying negative energy). This can be just white or take
colors or textures from the world.

Indirect lighting: only supported for AAO at the moment (and is still
too approximate), and also is always added. A factor is available to
specify how much is added, though value 1.0 is correct.

Also:
* Material ambient value now defaults to 1.0.
* Added Environment, Indirect and Emit pass.
* "Both" blending method is no longer available.
* Attenuation, sampling parameters are still shared, some could be split
  up, though if they are different this would affect performance.
2010-01-27 21:40:08 +00:00
57cd505d3f bake is now modal like render and updates the image view while baking.
it also has an exec function which doesnt update (like render too)
2009-12-30 14:37:25 +00:00
afe475b55b Approximate AO: Diffuse Bounce Hack
This brings back the single bounce indirect diffuse lighting for AAO,
it's not integrated well but that will be tackled later as part of
shading system refactor and subdivision changes. The caveats are the
same as AAO, with one extra thing, the diffuse lighting is sampled once
per face, so it will not be accurate unless faces are subdivided.

I'm committing this now so we can start testing it for Durian, and
since changes need to make it work properly are planned.
2009-11-30 18:42:13 +00:00
63a88075b5 svn merge -r 23528:23646 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2009-10-06 01:58:22 +00:00
022a343223 Texture stack influences are now all separate values, and negative
mapped values now have their influence negated instead. Also a few
RNA changes for TextureSlot.

Bumped subversion for the version patch.
2009-10-01 17:15:23 +00:00
f7c686d0ae svn merge -r 22571:22800 https://svn.blender.org/svnroot/bf-blender/trunk/blender
svn merge -r 22800:23207 https://svn.blender.org/svnroot/bf-blender/trunk/blender

Merged volumetric with new raytrace code (it compiles and rendered volume-cube.blend withouth problems)

Part1:
	source/blender
2009-09-15 15:15:43 +00:00
132277f098 svn merge -r 22450:22627 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-08-19 11:18:52 +00:00
950b770c1e svn merge -r 22371:22571 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-08-17 17:43:49 +00:00
3da40611d9 2.5: Material buttons
* Transparency is now it's own panel, with a boolean toggle
  + enum for z/ray transparency (following mockup made by
  William). Also had to change DNA flags for this.
* Disabled radiosity a bit more in render engine, it still had
  some effects like auto autosmooth.
* Make some sliders in material buttons percentages in RNA.
* Some other small tweaks in layout and naming.
2009-08-15 19:35:03 +00:00
5a21bc578c * First commit merging 2.4-based sim_physics in to volume25 branch.
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983

More to come, but this makes things much easier to work on for me :)
2009-08-13 05:21:25 +00:00
ba1f3323bf *Added output of BB/primitves test/hits
*"Added" SCE_PASS_RAYHITS to visually see each pixel primitive and BB tests (not-completed for UI)
*Added runtime exchange of tree structure
*Removed FLOAT_EPSILON from BLI_bvhkdop BB's
2009-07-06 13:27:40 +00:00
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
28da9ad12e svn merge -r 17201:17502 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-11-19 19:28:12 +00:00
b3c238e8bc 2.5: merge with trunk, previous merge was only up to yesterday.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17416:HEAD
2008-11-12 22:03:11 +00:00
8030cb03fd Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!

I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node

A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual

On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
  (as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
  output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
  should not show. NodeTree should ignore other nodetrees to keep things sane
  for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
  superior antialising of checkers/bricks.

General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I 
rather wait for a solid and very well thought out design proposal for this, 
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
2008-11-12 19:03:50 +00:00
b12d9bfa9c * reimplemented some things, hopefully may fix some problems zanqdo was having 2008-10-21 08:21:36 +00:00
9d2fc97827 New volume rendering feature: Light Cache
This was a bit complicated to do, but is working pretty well now, and can make shading significantly faster to render.

This option pre-calculates self-shading information into a 
3d voxel grid before rendering, then uses and interpolates
that data during the main rendering phase, rather than 
calculating shading for each sample. It's an approximation
and isn't as accurate as getting the lighting directly, 
but in many cases it looks very similar and renders much faster.
The voxel grid covers the object's 3D screen-aligned bounding box
so this may not be that useful for large volume regions like a
big range of cloud cover, since you'll need a lot of resolution.

The render time speaks for itself here:
http://mke3.net/blender/devel/rendering/volumetrics/vol_light_cache_interpolation.jpg

The resolution is set in the volume panel - it's the resolution
of one edge of the voxel grid. Keep in mind that the higher the
resolution, the more memory needed, like in fluid sim. The
memory requirements increase with the cube of the edge 
resolution so be careful. I might try and add a little memory 
calculator thing like fluid sim has there later.

The voxels are interpolated using trilinear interpolation - 
here's a comparison image I made during testing:
http://mke3.net/blender/devel/rendering/volumetrics/vol_light_cache_compare.jpg

There might still be a couple of little tweaks I can do to 
improve the visual quality, I'll see.
2008-10-20 07:08:06 +00:00
2211b46084 svn merge -r 16866:17042 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-10-12 12:17:57 +00:00
94a9fa4711 Fix for bug #13363: ray (qmc) shadows had some light leaking issues,
due to jittering of the start position for antialiasing in a pixel.

Now it distributes the start position over the fixed osa sample
positions, instead of of random positions in space. The ugly bit is
that a custom ordering was defined for osa 8/11/16 to ensure that the
first 4 are distributed relatively fair for adaptive sampling to decide
if more samples need to be taken.
2008-10-07 15:01:44 +00:00
67a9d4154d * New volumetrics feature: scattering types
Otherwise known as a phase function, this determines in which directions 
the light is scattered in the volume. Until now it's been isotropic 
scattering, meaning that the light gets scattered equally in all 
directions. This adds some new types for anisotropic scattering, to 
scatter light more forwards or backwards towards the viewing direction, 
which can be more similar to how light is scattered by particles in nature.

Here's a diagram of how light is scattered isotropically and anisotropically:
http://mke3.net/blender/devel/rendering/volumetrics/phase_diagram.png

The new additions are:
- Rayleigh
describes scattering by very small particles in the atmosphere.
- Mie Hazy / Mie Murky
more generalised, describes scattering from large particle sizes.
- Henyey-Greenstein
a very flexible formula, that can be used to simulate a wide range of 
scattering. It uses an additional 'Asymmetry' slider, ranging from -1.0 
(backward scattering) to 1.0 (forward scattering) to control the 
direction of scattering.
- Schlick
an approximation of Henyey-Greenstein, working similarly but faster.

And a description of how they look visually (just an omnidirectional lamp 
inside a volume box)
http://mke3.net/blender/devel/rendering/volumetrics/phasefunctions.jpg


* Sun/sky integration

Volumes now correctly render in front of the new physical sky. Atmosphere 
still doesn't work correctly with volumes, due to something that i hope 
can be fixed in the atmosphere rendering, but the sky looks quite good.

http://mke3.net/blender/devel/rendering/volumetrics/sky_clouds.png

This also works very nicely with the anisotropic scattering, giving 
clouds their signature bright halos when the sun is behind them:

http://mke3.net/blender/devel/rendering/volumetrics/phase_cloud.mov

in comparison here's a render with isotropic scattering:

http://mke3.net/blender/devel/rendering/volumetrics/phase_cloud_isotropic.png


* Added back the max volume depth tracing limit, as a hard coded value - 
fixes crashes with weird geometry, like the overlapping faces around 
suzanne's eyes. As a general note, it's always best to use volume 
materials on airtight geometry, without intersecting or overlapping faces.
2008-10-04 12:23:57 +00:00
707f2e300c * Worked a bit on cleaning up the code involving layering volumes on
solids, in front of other volumes, etc. Now there's a 'layer depth' 
value that works similarly to refraction depth - a limit for how many 
times the view ray will penetrate different volumetric surfaces.

I have it close to being able to return alpha, but it's still not 100% 
correct and needs a bit more work. Going to sit on this for a while.
2008-09-25 06:08:41 +00:00