Commit Graph

121 Commits

Author SHA1 Message Date
afd42031a9 Fix #32974: cycles curved motion blur is not working well combined with rotation,
problem is that the curved interpolation is not constant speed which leads to
mismatches. Turns out this is really hard to solve and implement efficiently, so
curved motion blur is disabled for now, until I can find a solution.
2012-11-11 15:02:05 +00:00
1ca4670267 Cycles: panorama camera in viewport camera view now shows the render mapped
to the camera border rather than the entire viewport.
2012-11-10 22:31:29 +00:00
ffbf0a1b12 Cycles: no need in spin lock in memory statistics
This functions are called from device code which is guaranteed
not to be called simultaneously from different threads.
2012-11-09 08:47:08 +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
204113b791 Fix #33107: cycles fixed threads 1 was still having two cores do work,
because main thread works as well.
2012-11-07 21:00:49 +00:00
27d647dcf8 Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either
  radial around X/Y/Z axis, or from a UV map. The default tangent for the
  anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
  this node now.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent

* Normal Map: generate a perturbed normal from an RGB normal map image. This
  is usually chained with an Image Texture node in the color input, to specify
  the normal map image. For tangent space normal maps, the UV coordinates for
  the image must match, and the image texture should be set to Non-Color mode
  to give correct results.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map

* Refraction BSDF: for best results this node should be considered as a building
  block and not be used on its own, but rather mixed with a glossy node using a
  fresnel type factor. Otherwise it will give quite dark results at the edges for
  glossy refraction.

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

* Ambient Occlusion: controls the amount of AO a surface receives, rather than
  having just a global factor in the world. Note that this outputs a shader and
  not a color, that's for another time.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
2012-11-06 19:59:02 +00:00
ccffb6811c Cycles: disable OpenCL in builds for now, since it's not working and is only
confusing users at this point. For experiments you can define the
CYCLES_OPENCL_TEST environment variable to make it show up in the UI.
2012-11-06 19:58:51 +00:00
6eec49ed20 Cycles: memory usage report
This commit adds memory usage information while rendering.

It reports memory used by device, meaning:

- For CPU it'll report real memory consumption
- For GPU rendering it'll report GPU memory consumption, but it'll
  also mean the same memory is used from host side.

This information displays information about memory requested by Cycles,
not memory really allocated on a device. Real memory usage might be
higher because of memory fragmentation or optimistic memory allocator.

There's really nothing we can do against this.

Also in contrast with blender internal's render cycles memory usage
does not include memory used by scene, only memory needed by cycles
itself will be displayed. So don't freak out if memory usage reported
by cycles would be much lower than blender internal's.

This commit also adds RenderEngine.update_memory_stats callback which
is used to tell memory consumption from external engine to blender.
This information is used to generate information line after rendering
is finished.
2012-11-05 08:04:57 +00:00
2ba840652d Cycles: improve Anisotropic BSDF node, changing the Roughness U/V inputs to
Roughness, Anisotropy and Rotation. Also a fix for automatic tangents and
OSL attribute handling.

Meaning of new sockets explained in the documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Anisotropic
2012-11-04 22:31:32 +00:00
eb87529e23 Cycles OSL: shader script node
Documentation here:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Cycles

These changes require an OSL build from this repository:
https://github.com/DingTo/OpenShadingLanguage

The lib/ OSL has not been updated yet, so you might want to keep OSL disabled
until that is done.

Still todo:
* Auto update for external .osl files not working currently, press update manually
* Node could indicate better when a refresh is needed
* Attributes like UV or generated coordinates may be missing when requested from
  an OSL shader, need a way to request them to be loaded by cycles
* Expose string, enum and other non-socket parameters
* Scons build support

Thanks to Thomas, Lukas and Dalai for the implementation.
2012-11-03 14:32:35 +00:00
615fe0295f Cycles OSL: refactoring and fixes
* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
2012-11-03 14:32:13 +00:00
57b7f405a4 Fix related to #32929: update list of available devices for cycles rendering
while Blender is running, not only on load. It might help a case when Blender
is started before the CUDA driver is fully initialized.
2012-10-22 14:04:44 +00:00
b861f8c3f8 Cycles: suppress path to nvcc appearing in the console in cases
cuda toolkit is installed to different place than /usr/local/cuda
(i.e. happens when using cuda toolkit from repository)
2012-10-18 13:48:02 +00:00
d08b06f773 Cycles: motion blur is now curved and passes exactly through the midpoint.
Previously it would only interpolate between the previous and next frame,
which meant it might not hit the current frame position.
2012-10-17 12:55:23 +00:00
536d9fec80 code cleanup:
- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
2012-10-17 04:13:03 +00:00
c10c6b1cea Fix #32844: cycles camera motion blur producing completely blurred frames sometimes. 2012-10-15 17:56:40 +00:00
f0a9b66469 Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.

Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
2012-10-10 13:02:20 +00:00
5f52285a01 Fix cycles task manager calling pthread_join() twice. I haven't seen any bugs
from this but best to fix anyway as it causes undefined behavior. Pointed out
on irc by dslammu, thanks!
2012-10-09 14:28:29 +00:00
1d2e59ba1c Fix cycles "synchronizing object" status being shown when it was already finished. 2012-09-28 12:37:20 +00:00
b0c7c8756f code cleanup: cycles now uses system includes for boost/oiio.. etc, so we dont get warnings from system headers. 2012-09-20 09:04:43 +00:00
25c96bc9f3 code cleanup: remove unused macros, commet some which may be useful later - or good to keep for completeness. quieted some warnings and add flags -Wmissing-include-dirs and -Wno-div-by-zero to cmake/gcc 2012-09-20 01:02:39 +00:00
Lukas Toenne
efaf512406 Revert r50528: "Performance fix for Cycles: Don't wait in the main UI thread when resetting devices."
This commit leads to random freezes in Cycles rendering:
https://projects.blender.org/tracker/index.php?func=detail&aid=32545&group_id=9&atid=498

The goal of this commit was to remove UI lag for OSL, but since that is not officially supported yet, better revert it until a proper fix can be implemented in 2.65.
2012-09-17 12:07:06 +00:00
3d38ad1b17 Attempted fix for #32415: tighten up cycles opencl initialization checks to try to
avoid crashes. Don't think these should be needed but maybe it helps.
2012-09-12 11:25:47 +00:00
Lukas Toenne
31ed71cb6b Performance fix for Cycles: Don't wait in the main UI thread when resetting devices.
When the scene is updated Cycles resets the renderer device, cancelling
all existing tasks. The main thread would wait for all running tasks to
finish before continuing. This is ok when tasks can actually cancel in a
timely fashion. For OSL however, this does not work, since the OSL
shader group optimization takes quite a bit of time and can not be
easily be cancelled once running (on my crappy machine in full debug
mode: ~0.12 seconds for simple node trees). This would lead to very
laggy UI behavior and make it difficult to accurately control elements
such as sliders.

This patch removes the wait condition from the device->task_cancel
method. Instead it just sets the do_cancel flag and returns. To avoid
backlog in the task pool of the device it will return early from the
BlenderSession::sync function while the reset is going on (tested in
Session::resetting). Once all existing tasks have finished the do_cancel
flag is finally cleared again (checked in TaskPool::num_decrease).

Care has to be taken to avoid race conditions on the do_cancel flag,
since it can now be modified outside the TaskPool::cancel function
itself. For this purpose the scope of the TaskPool::num_mutex locks has
been extended, in most cases the mutex is now locked by the TaskPool
itself before calling TaskScheduler methods, instead of only locking
inside the num_increase/num_decrease functions themselves. The only
occurrence of a lock outside of the TaskPool methods is in
TaskScheduler::thread_run.

This patch is most useful in combination with the OSL renderer mode, so
it can probably wait until after the 2.64 release. SVM tasks tend to be
cancelled quickly, so the effect is less noticeable.
2012-09-11 11:41:51 +00:00
Lukas Toenne
a9105a7dea Fix for Cycles (CUDA) compilation (again ...). Moved the AttributeStandard enum typedef and the attribute_standard_name mapping function to util_attribute/util_types headers, so they can properly be used by kernel and render files alike. This should avoid any std C includes which are not available in CUDA. Thanks to Sergey for help! 2012-09-07 11:06:45 +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
588e4a4327 Additional fix #32074, by Sven-Hendrik Haase (svenstaro). Boost version header must be included in cycles in order to expand the version check macro. 2012-07-29 13:52:38 +00:00
8ad3e73965 Make Cycles compatible with older boost versions.
Patch by IRIE Shinsuke, thanks!
2012-07-25 20:25:47 +00:00
a87051bd8e Patch #32074: Fix compilation with boost 1.50
This patch switches from boost's filesystem v2 to v3.

This should be completely smooth due to filesystem v3 is pretty
old already.

Patch by Sven-Hendrik Haase (aka svenstaro), thanks!
2012-07-11 14:48:47 +00:00
2c1abe1f58 style cleanup: assignment & indentation. 2012-06-09 18:56:12 +00:00
43361487ba code cleanup: quiet all warnings about double promotion (either by changing the type or explicitly casting). 2012-06-09 17:45:22 +00:00
0fbb6bff27 style cleanup: block comments 2012-06-09 17:22:52 +00:00
d5032657ed style cleanup 2012-06-06 22:38:39 +00:00
6548f7efef Cycles: spot lamp support. 2012-06-04 17:17:10 +00:00
131de4352b Cycles: fixes to make CUDA 4.2 work, compiling gave errors in shadows and
other places, was mainly due to instancing not working, but also found
issues in procedural textures.

The problem was with --use_fast_math, this seems to now have way lower
precision for some operations. Disabled this flag and selectively use
fast math functions. Did not find performance regression on GTX 460 after
doing this.
2012-05-28 19:21:13 +00:00
857dedbc58 style cleanup 2012-05-27 00:36:50 +00:00
c3e1fce775 Cycles: add Object Info node, with outputs object location, object/material
pass index, and a random number unique to the instance of the object.

This can be useful to give some variation to a single material assigned to
multiple instances, either manually controlled through the object index, based
on the object location, or randomized for each instance. 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
2012-05-21 12:52:28 +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
8148d7b1df Cycles: reviewed the task scheduler code and fixed (hopefully all) windows threading problems. 2012-05-10 22:31:16 +00:00
d9a70ceeb1 Fix 31370: light falloff node linear output not working code.
Fix part of thread safety issue, there's still something else wrong.
2012-05-08 19:57:56 +00:00
022d12a721 Fix most of #31307: cycles panorama camera not working correct with speed
vectors and window texture coordinates. Only for Fisheye Equisolid it's
still not working correct yet. Patch from Dalai with modifications.
2012-05-07 10:53:09 +00:00
8103381ded Cycles: threading optimizations
* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
  build BVH's for different meshes, rather than all cooperating on the same mesh.
  Especially noticeable for dynamic BVH building for the viewport, gave about
  2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
  (num_cores + 1) threads will be working, this supposedly gives better
  performance on some operating systems, but did not measure performance for
  this very detailed yet.
2012-05-05 19:44:33 +00:00
1e2afcddd3 Fix #31168: cycles mask layer should only affect objects for camera rays.
Fix: texture coordinate normal output was not correct, still changed under
object transform.
2012-05-02 09:33:45 +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
281f50cfcc Fix visual studio debug build issue with BVH boundbox, pointed out by Agustin Benavidez. 2012-04-30 10:00:55 +00:00
b7a59f52b8 mingw32 compiles again
"__force_inline" keyword used in Cycles header is not defined
2012-04-29 13:00:00 +00:00
16d4c49c46 Fix Cycles to compile again on AMD OpenCL devices. 2012-04-29 12:20:06 +00:00
44924a2e5e Cycles: fix for CUDA build. 2012-04-28 09:10:20 +00:00
07b2241fb1 Cycles: merging features from tomato branch.
=== BVH build time optimizations ===

* BVH building was multithreaded. Not all building is multithreaded, packing
  and the initial bounding/splitting is still single threaded, but recursive
  splitting is, which was the main bottleneck.

* Object splitting now uses binning rather than sorting of all elements, using
  code from the Embree raytracer from Intel.
  http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/

* Other small changes to avoid allocations, pack memory more tightly, avoid
  some unnecessary operations, ...

These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.

BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.

=== Threads ===

Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.

Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.

=== Normal ====

Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.

In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.

=== Render Layers ===

Per render layer Samples control, leaving it to 0 will use the common scene
setting.

Environment pass will now render environment even if film is set to transparent.

Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.

=== Filter Glossy ===

When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.

Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.

Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00
93df58160e Fix #30966: cycles nan mesh vertices got set to (0, 0, 0), now remove them instead. 2012-04-16 08:35:21 +00:00