The issue was caused by possible use of object->derivedFinal from the render
thread, The patch tries to eliminate (or at least minimize, huh) amount of
access to the derivedFinal of a source object. It's still possible that in
the case of particle source derived mesh will be still unsafely used, but
with the patch applied we can easily change runtime part of the code and
cache derived mesh on the preparation stage.
Some ideas for the future:
- Check whether cache() was called on the point density node when calling
calc().
- Cache derivedMesh in the runtime part of point density node to avoid
possible remained thread conflicts.
- NULL the runtime part of the node on .blend load
Reviewers: campbellbarton, plasmasolutions
Reviewed By: plasmasolutions
Differential Revision: https://developer.blender.org/D1614
This is sort of extension of existing Use Environment option which now allows to
disable AO on the render layer basis.
Useful in cases like disabling AO for the background because it might make it
too flat and so.
Reviewers: juicyfruit, dingto, brecht
Reviewed By: brecht
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1633
This commit exposes the interpolation parameter for environment textures (requested by DolpheenDream on IRC), just as it already is for image textures.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1544
Technically it was all wrong and it should have been called Extend instead
of Clip. Got confused by the naming in different libraries.
More options are still to come.
That was basically not an issue with interpolation, but rather missing wrapping
options and periodic wrapping was always used.
It's still a bit questionable why certain graphics cards were doing clamping in
the file from the report, that's not something what is expected to happen from
the settings of textures being passed to GPU. In any case this issue i still
didn't manage to reproduce on any of the available GPUs, might be something
related on driver glitch or so.
In any case CPU now should behave just fine, rest of the issues we'll need to be
able to reproduce first.
Currently only two mappings are supported by API, which is Repeat (old behavior)
and new Clip behavior. Internally this extension is being converted to periodic
flag which was already supported but wasn't exposed.
There's no support for OpenCL yet because of the way how we pack images into a
single texture.
Those settings are not exposed to UI or anywhere else and there should be no
functional changes so far.
This commit implements point density texture for Cycles shading nodes.
It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.
Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.
This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.
Particle color support is done by Lukas, thanks!
There were two major problems with the interactivity of material previews:
- Beckmann tables were re-generated on every material tweak.
This is because preview scene is not set to be persistent, so re-triggering
the render leads to the full scene re-sync.
- Images could take rather noticeable time to load with OIIO from the disk
on every tweak.
This patch addressed this two issues in the following way:
- Beckmann tables are now static on CPU memory.
They're couple of hundred kilobytes only, so wouldn't expect this to be
an issue. And they're needed for almost every render anyway.
This actually also makes blackbody table to be static, but it's even smaller
than beckmann table.
Not totally happy with this approach, but others seems to complicate things
quite a bit with all this render engine life time and so..
- For preview rendering all images are considered to be built-in. This means
instead of OIIO which re-loads images on every re-render they're coming
from ImBuf cache which is fully manageable from blender side and unused
images gets freed later.
This would make it impossible to have mipmapping with OSL for now, but we'll
be working on that later anyway and don't think mipmaps are really so crucial
for the material preview.
This seems to be a better alternative to making preview scene persistent,
because of much optimal memory control from blender side.
Reviewers: brecht, juicyfruit, campbellbarton, dingto
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1132
This inconsistency drove me totally crazy, it's really confusing
when it's inconsistent especially when you work on both Cycles and
Blender sides.
Shouldn;t cause merge PITA, it's whitespace changes only, Git should
be able to merge it nicely.
Issue was caused by cycles in shader graph confusing it's
simplification stage. Now we're ignoring links which are
marked as invalid from blender side so we don't run into
such cycles and keep graph code simple.
This is the same as blender internal's texture mapping from another object,
so this way it's possible to control texture space of one object by another.
Quite straightforward change apart from the workaround for the stupidness of
the dependency graph. Now shader has flag telling that it depends on object
transform. This is the simplest way to know which shaders needs to be tagged
for update when object changes. This might give some false-positive tags now
but reducing them should not be priority for Cycles and rather be a priority
to bring new dependency graph.
Also GLSL preview does not support using other object for mapping.
This is actually correct for BI shading as well and to be addressed as
a part of general GLSL viewport improvements since it's not really clear
how to support this in GLSL.
Reviewers: brecht, juicyfruit
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1021
It is per-material setting which could be found under the Volume settings
in the material and world context buttons.
There could still be some code-wise improvements, like using variable-size
macro for interp3d instead of having interp3d_ex to which you can pass the
interpolation method.
Basically the same as AC2c58e96685e8, but for Mix RGB Shaders, in case we use the Mix type. This way the node can be used as texture switch for example, setting the Factor to 0.0 or 1.0, without wasting extra memory / render time.
* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been
removed because other distributions are superior.
* GGX is now the default distribution for all glossy and anisotropic nodes,
since it looks good, has low noise and is fast to evaluate.
* Ashikhmin-Shirley is now available in the Glossy BSDF.
* Ashikhmin-Shirley anisotropic BSDF was added as closure
* Anisotropic BSDF node now has two distributions
Reviewers: brecht, dingto
Differential Revision: https://developer.blender.org/D549
This gives you "Multiple Importance", "Distance" and "Equiangular" choices.
What multiple importance sampling does is make things more robust to certain
types of noise at the cost of a bit more noise in cases where the individual
strategies are always better.
So if you've got a pretty dense volume that's lit from far away then distance
sampling is usually more efficient. If you've got a light inside or near the
volume then equiangular sampling is better. If you have a combination of both,
then the multiple importance sampling will be better.
Cycles expects to find all node sockets with their correct names, but
this can be changed via the API (see bug report discussion).
Solution for now is to let cycles accept this case gracefully instead
of crashing. The shader will simply use the internal default values for
inputs and any connections will be ignored.
Would be nice to report the error somewhere, but cycles doesn't have a
proper logging system for this purpose yet.
All textures are sampled bi-linear currently with the exception of OSL there texture sampling is fixed and set to smart bi-cubic.
This patch adds user control to this setting.
Added:
- bits to DNA / RNA in the form of an enum for supporting multiple interpolations types
- changes to the image texture node drawing code ( add enum)
- to ImageManager (this needs to know to allocate second texture when interpolation type is different)
- to node compiler (pass on interpolation type)
- to device tex_alloc this also needs to get the concept of multiple interpolation types
- implementation for doing non interpolated lookup for cuda and cpu
- implementation where we pass this along to osl ( this makes OSL also do linear untill I add smartcubic to the interface / DNA/ RNA)
Reviewers: brecht, dingto
Reviewed By: brecht
CC: dingto, venomgfx
Differential Revision: https://developer.blender.org/D317
Volumes can now have textured colors and density. There is a Volume Sampling
panel in the Render properties with these settings:
* Step size: distance between volume shader samples when rendering the volume.
Lower values give more accurate and detailed results but also increased render
time.
* Max steps: maximum number of steps through the volume before giving up, to
protect from extremely long render times with big objects or small step sizes.
This is much more compute intensive than homogeneous volume, so when you are not
using a texture you should enable the Homogeneous Volume option in the material
or world for faster rendering.
One important missing feature is that Generated texture coordinates are not yet
working in volumes, and they are the default coordinates for nearly all texture
nodes. So until that works you need to plug in object texture coordinates or a
world space position.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
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.
* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
to standard nodes where the Blender socket names can differ from associated Cycles names and may require additional indices to make them unique. Script node sockets are already unique and exact due to
being generated from the script function parameters.
* Remove the compatible falloff SSS implementation. We shouldn't support two implementations in the long term, and 2.7x is a good release number do break some compatibility as well.
* Version patch added, so Files with Compatible falloff will automatically use Cubic now.
It was already mentioned in the manual, that Compatible is deprecated.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
* Keep the Mapping node default type as Point for now, instead of Texture. The
latter is a better default, but this is breaking API compatibility and it's
too close to release to expect addons to be fixed in time.
* Vector Transform and Mapping nodes had properties with name "type" to set the
type of vector, but this conflicts with the node type property, so renamed to
vector_type now.
scale and rotation in mapping node, there would be shearing, and the only way
to avoid that was to add 2 mapping nodes. This is because to transform the
texture, the inverse transform needs to be done on the texture coordinate
Now the mapping node has Texture/Point/Vector/Normal types to transform the
vector for a particular purpose. Point is the existing behavior, Texture is
the new default that behaves more like you might expect.
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.