Commit Graph

1646 Commits

Author SHA1 Message Date
58a2b2dd7e Cleanup: spelling 2019-08-02 12:05:13 +10:00
65168825e0 cleanup: typo in cycles 'min_transparent_bounces' tooltip
Reviewers: brecht

Differential Revision: https://developer.blender.org/D5249
2019-07-14 23:02:51 +02:00
fdcfc263e9 Use latest/version number for manual links
We want users to go to the current version for their current version 
when possible if not point to latest.

/dev should really only be for development related work. End users 
should not be browsing /dev unless they are reading about upcoming 
features ahead of time.
2019-07-04 18:24:36 -04:00
2740bdfff9 Fix T66362, T66004: Cycles holdout should override indirect only
Now it works again like 2.7, rather than objects disappearing from camera
rays when both options are on.
2019-07-04 18:16:36 +02:00
c9238e638f Cycles: add back control to render first N bounces with path termination
It's found in the Sampling > Advanced panel and 0 by default. This helps to
reduce noise in some scenes, while making others slower.
2019-06-28 17:47:53 +02:00
4f386999ea Fix T66111: animated lights not updating in Cycles 2019-06-26 15:06:49 +02:00
787e2ddbd7 Fix T66065: Missing text in the UI translations files due to 'fstring' usages.
Am not even sure that it is possible to use fstrings at all when UI
translation is required (that is, is a sensible, reasonable way that
does not make things even more complicated than they already are), but
one thing is certain, this won't be trivial to get it working, so
definitively not a job for now.

Instead just do not use fstrings for UI translatable strings.
2019-06-25 17:26:56 +02:00
d6d36b9892 Cycles: Cleanup, remove unused argument
Became obsolete/unused after recent fix.
2019-06-24 14:42:20 +02:00
037956f13f Fix T66075: memory leak in Cycles render tile updates 2019-06-24 13:37:31 +02:00
19488ee125 Fix (harmless) Cycles ASAN warnings 2019-06-21 18:00:48 +02:00
c11bfb519f Fix T64153: RenderEngine.update_result does not show result immediately 2019-06-18 13:59:55 +02:00
96e9caba6e Fix T63867: image sequence not updating in Eevee animation render 2019-06-17 12:12:48 +02:00
a1ef2e4b16 Cleanup: comment, RNA spelling 2019-06-17 12:52:20 +10:00
6529d20d79 Cleanup: spelling in comments 2019-06-12 09:43:49 +10:00
424566239f Fix T62121: Cycles crash with viewport render and smoke/pointclouds 2019-06-07 21:07:23 +02:00
095df1ac21 Python API: allow external render engines to use Eevee for LookDev shading
This is enabled with bl_use_eevee_viewport = True. It allows external engines
to generate an Cycles/Eevee shader node setup to emulate their materials in
the realtime viewport, or to leave it to users to do manually.

Removed bl_use_exclude_layers and bl_use_shading_nodes that did nothing
anymore. This should not break API compatibility, any scripts setting those
should continue to work the same as before.

Also adds descriptions for some RenderEngine settings.
2019-06-06 15:07:09 +02:00
482f4ca100 UI: Fix wrong use of icons in the Object > Visibility panel when using Cycles 2019-06-03 16:15:12 +02:00
8d1666fc6d Fix T65416: outdated location description for Cycles add-on 2019-06-02 13:23:04 +02:00
5dbda33462 Depsgraph API: Allow preserving custom data layers
This commit extends dependency graph API with an argument which
denotes that all custom data layers are to be preserved. This
forces modifier stack re-evaluation with more inclusive mask.

Far from ideal, since this might fail in certain configurations
with indirectly used objects which might be missing layers needed
for the current object evaluation. But this is how it worked for
a long time, so should be good enough for until more sophisticated
solution is found.

In order to use this new behavior two things are to be passed:

- Pass keep_all_data_layers=True
- Pass a valid dependency graph.

The dependency graph is only needed if keep_all_data_layers=True
and is NOT to be passed if keep_all_data_layers=False.

If keep_all_data_layers=True the dependency graph MUST be passed.

Reviewers: mont29, brecht

Reviewed By: mont29

Maniphest Tasks: T64994, T64794

Differential Revision: https://developer.blender.org/D4940
2019-05-27 11:00:42 +02:00
909b0ac16c Fix Cycles packed images not handling channel packed alpha correctly 2019-05-26 12:21:57 +02:00
05a9788b25 Fix T64101: Crash entering edit mode with particle system
Explicitly disable particles in edit for now.

Those were not rendered already, but were attempted to be converted
to Cycles structures (if UVs were not needed for hair nothing was
rendered, but if UVs are needed then crash happened).

Would be nice to bring hair in edit mode back, but this is a bit
more involved change, which will be done later.
2019-05-24 14:54:51 +02:00
0b47d08ef6 UI: integrate Cycles ray visibility and culling in new Visibility panel 2019-05-20 13:47:42 +02:00
7aaa7aa9dd Images: change alpha settings to support channel packing
This also replaces the Use Alpha setting. We now have these alpha modes:

* Straight: store RGB and alpha channels separately with alpha acting as a
  mask, also known as unassociated alpha.
* Premultiplied: transparent RGB pixels are multiplied by the alpha channel.
  The natural format for renders.
* Channel Packed: different images are packed in the RGB and alpha channels,
  and they should not influence each other. Channel packing is commonly used
  by game engines to save memory.
* None: ignore alpha channel from the file and make image fully opaque.

Cycles OSL does not correctly support Channel Packed and None yet, we are
missing fine control over the OpenImageIO texture cache to do that.

Fixes T53672
2019-05-19 14:36:42 +02:00
24675eddcb Fix Cycles material settings appearing in the wrong tab in node editor 2019-05-19 13:10:09 +02:00
bc3139d792 Cycles/Eevee: unify depth of field settings for cameras
There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.

Existing files are converted based on Cycles or Eevee being set in the scene.

Differential Revision: https://developer.blender.org/D4882
2019-05-17 17:59:26 +02:00
9f6670ca37 Cycles/Eeeve: unify film transparent setting
For existing files, it will use the setting from Cycles or Eevee depending on
the render engine in the scene.

Differential Revision: https://developer.blender.org/D4874
2019-05-16 17:40:13 +02:00
2ee762344f Cycles: Fix missing viewport updates after recent changes
We can not access ensured-to-be-evaluated dependency graph from the
render API: some of it is running from within evaluation which makes
it possible for engines to access list of evaluated IDs.

Solved by passing dependency graph to viewport functions, similar to
the final render functions.
2019-05-16 17:24:16 +02:00
32d5d127cb Tweak API to support adding evaluated meshes to main database
One of the usecases is to create mesh from an object is a manner similar to
how Apply Modifiers does it, and have it in the bmain so it can be referenced
by other objects.

This usecase is something what went unnoticed in the previous API changes, so
here is a followup.

Summary of changes:

* bpy.meshes.new_from_object() behaves almost the same as before this change.
  The difference now is that it now ensures all referenced data-blocks are
	original (for example, materials referenced by the mesh).

* object.to_mesh() now creates free-standing Mesh data-block which is outside
  of any bmain. The object owns it, which guarantees the memory never leaks.

  It is possible to force free memory by calling object.to_mesh_clear().

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D4875
2019-05-16 16:42:16 +02:00
e693918d40 Dependency graph API changes
Main goal here is to make it obvious and predictable about
what is going on.

Summary of changes.

- Access to dependency graph is now only possible to a fully evaluated
  graph. This is now done via context.evaluated_depsgraph_get().

  The call will ensure both relations and datablocks are updated.

  This way we don't allow access to some known bad state of the graph,
  and also making explicit that getting update dependency graph is not
  cheap.

- Access to evaluated ID is now possible via id.evaluated_get().

  It was already possible to get evaluated ID via dependency graph,
  but that was a bit confusing why access to original is done via ID
  and to evaluated via depsgraph.

  If datablock is not covered by dependency graph it will be returned
  as-is.

- Similarly, request for original from an ID which is not evaluated
  will return ID as-is.

- Removed scene.update().

  This is very expensive to update all the view layers.

- Added depsgraph.update().

  Now when temporary changes to objects are to be done, this is to
  happen on original object and then dependency graph is to be
  updated.

- Changed object.to_mesh() to behave the following way:

   * When is used for original object modifiers are ignored.

     For meshes this acts similar to mesh-copy, not very useful but
     allows to keep code paths similar (i.e. for exporter which has
     Apply Modifiers option it's only matter choosing between original
     and evaluated object, the to_mesh() part can stay the same).

     For curves this gives a mesh which is constructed from displist
     without taking own modifiers and modifiers of bevel/taper objects
     into account.

     For metaballs this gives empty mesh.
     Polygonization of metaball is not possible from a single object.

   * When is used for evaluated object modifiers are always applied.

     In fact, no evaluation is happening, the mesh is either copied
     as-is, or constructed from current state of curve cache.

  Arguments to apply modifiers and calculate original coordinates (ORCO,
  aka undeformed coordinates) are removed. The ORCO is to be calculated
  as part of dependency graph evaluation.

File used to regression-test (a packed Python script into .blend):

{F7033464}

Patch to make addons tests to pass:

{F7033466}

NOTE: I've included changes to FBX exporter, and those are addressing
report T63689.

NOTE: All the enabled-by-default addons are to be ported still, but
first want to have agreement on this part of changes.

NOTE: Also need to work on documentation for Python API, but, again,
better be done after having agreement on this work.

Reviewers: brecht, campbellbarton, mont29

Differential Revision: https://developer.blender.org/D4834
2019-05-16 11:49:21 +02:00
Tim Stullich
5ba1a6bee0 Lights: change sun light size to be specified as angle
This is the angular diameter as seen from earth, which is between 0.526° and
0.545° in reality. Sharing the size with other light types did not make much
sense and meant the unit was unclear.

Differential Revision: https://developer.blender.org/D4819
2019-05-15 16:07:50 +02:00
4e46ed37fc Fix T64618: Cycles crash with point density texture on Windows
A better solution would be to not use the callback mechanism anymore for
cases like this where the dependency graph will free volume data, but
that would be a bigger refactor.
2019-05-15 00:59:31 +02:00
21854575a4 Cycles/Eevee: unify light strength and color
Cycles lights now use strength and color properties of the light outside
of the shading nodes, just like Eevee. The shading nodes then act as a
multiplier on this, and become optional unless textures, fallof or other
effects are desired.

Backwards compatibility is not exact, as we can't be sure which renderer
the .blend was designed for or even if it was designed for a single one.

If the render engine in the active scene is set to Cycles, lights are
converted to ensure overall light strength remains the same, and removing
unnecessary shader node setups that only included a single emission node.

If the engine is set to Eevee, we increase strength to remove the automatic
100x multiplier that was there to match Cycles.

Differential Revision: https://developer.blender.org/D4588
2019-05-13 15:56:10 +02:00
7ad802cf3a Cycles/Eevee: unified and improved texture image color space handling
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.

Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.

Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.

Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.

This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.

Differential Revision: https://developer.blender.org/D4807
2019-05-13 15:56:10 +02:00
30887fc387 Cycles: add function to clear resumable chunk 2019-05-10 23:45:51 +02:00
68b15fc3ad Cycles: support loading images from arbitrary OpenColorIO color space
These are the internal changes to Cycles, for Blender integration there are no
functional changes in this commit.

Images are converted to scene linear color space on file load, and on reading
from the OpenImageIO texture cache. 8-bit images are compressed with the sRGB
transfer function to avoid precision loss while keeping memory usages low. This
also means that for common cases of 8-bit sRGB images no conversion happens at
all on image loading.

Initial patch by Lukas, completed by Brecht.

Differential Revision: https://developer.blender.org/D3491
2019-05-03 15:42:49 +02:00
9fa0e58fea UI: Open 'Passes' panel by default in Cycles.
This panel is arguably the most important in the ViewLayer properties, so
the concept of "1 panel open per context" doesn't work. Especially since
the first panel (View Layer) contains only two settings.

This also registers the Passes panels before filter/override so it's sorted in the same way as EEVEE.
2019-05-02 14:37:43 +02:00
c47d669f24 Cleanup: comments (long lines) in cycles 2019-05-01 21:41:07 +10:00
14897fb653 Cleanup: spelling 2019-04-29 14:14:14 +10:00
2fabbe3108 Cycles: tweak preferences text when no compatible GPUs are found
Try to make it more clear that this only affects Cycles, many users seem to
miss the panel title.
2019-04-25 03:46:11 +02:00
7a92b8820b Cycles: remove hair minimum width support.
This never really worked as it was supposed to. The main goal of this is to
turn noise from sampling tiny hairs into multiple layers of transparency that
do not need to be sampled stochastically. However the implementation of this
worked by randomly discarding hair intersections in BVH traversal, which
defeats the purpose.

If it ever comes back, it's best implemented outside the kernel as a preprocess
that changes hair radius before BVH building. This would also make it work with
Embree, where it's not supported now. But it's not so clear anymore that with
many AA samples and GPU rendering this feature is as helpful as it once was for
CPU raytracers with few AA samples.

The benefit of removing this feature is improved hair ray tracing performance,
tested on NVIDIA Titan Xp:

bmw27: +0.37%
classroom: +0.26%
fishy_cat: -7.36%
koro: -12.98%
pabellon: -0.12%

Differential Revision: https://developer.blender.org/D4532
2019-04-24 14:39:47 +02:00
cc5a75d572 Cycles: move shader node versioning code to C
Shader nodes are now shared with Eevee, so makes more sense to have it in
the core and not be Cycles specific.

Fix T62415: issues with append/link of old Cycles settings.
2019-04-24 12:44:27 +02:00
543614a17d Fix T63415: no Cycles displacement update when updating OSL code 2019-04-21 02:20:02 +02:00
3633a79789 Cleanup: correct misleading classmethod arg 2019-04-19 07:36:07 +02:00
108045faa0 ClangFormat: format '#if 0' code in intern/ 2019-04-17 08:17:13 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
157872922a CMake: fix building WITH_CYCLES_LOGGING=ON 2019-04-16 14:56:34 +02:00
5498e7f193 CMake: add library deps to CMakeLists.txt
Tested to work on Linux and macOS.

This will be enabled once all platforms are verified.

See D4684
2019-04-16 06:20:52 +02:00
47adab4f99 CMake: prepare for BLENDER_SORTED_LIBS removal
No functional change, this adds LIB definition and args to cmake files.
Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS'
since there are many platforms/configurations that could break when
changing linking order.

Manually add and enable WITHOUT_SORTED_LIBS to try building
without sorted libs (currently fails since all variables are empty).
This check will eventually be removed.

See T46725.
2019-04-14 15:37:24 +02:00
b2e2db94bd Fix T60379: Cycles viewport adaptive subdivision hangs after updates.
The camera world to raster computation was using wrong values. Also fixes
update when changing subdivision scene settings.
2019-04-04 21:22:31 +02:00
6d4d7c7ca3 Cycles: reduce number of synchronizing object prints.
Do it only for meshes/curves since those are potentially slow and need user
feedback to see things are not stuck. For object instances and lights assume
it's fast enough.

Printing too much can have a performance impact on slow Windows command
prompt or when logging complex scene renders.
2019-03-29 01:42:38 +01:00