For animations, you often want an animated render seed (noise pattern).
This could be done by e.g. setting a driver on the seed value.
Now it's a little checkbox, that can be enabled.
The animated seed is based on the current Blender frame and
the seed value itself. Simply enabling it, will already result in an animated
seed (different on each Blender frame), but it can be randomized further
by setting a different seed value.
Disabled per default, so no backward compatibility break.
Differential Revision: https://developer.blender.org/D1285
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
It is still possible to free a bit more memory by detecting buildin images
which are not used by shaders, but that's not going to improve memory usage
that much to bother about this now.
Such change brings peak memory usage from 4.1GB to 3.4GB when rendering
01_01_01_D layout scene from the Gooseberry project. Mainly because of
freeing memory used by rather huge environment map in the viewport.
Reviewers: campbellbarton, juicyfruit
Subscribers: eyecandy
Differential Revision: https://developer.blender.org/D1215
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.
This flag is global for all the sessions and never changes. so it doesn't
really make sense to pass it around to all sessions and synchronization
routines.
Switched to a static member of BlenderSession now, but it's probably more
logical to introduce some sort of BlenderGlobals. Doesn't currently worth
a hassle for a single boolean flag tho.
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
The reason for this is that we don't sue SSE optimization for 32bit platforms
because of T36316.
Things to look into:
- Nail the root of the issue of that report
- Implement non-SSE traversal code for QBVH
We might remove this again in the future, but for testing purposes
during the release cycle, this will be useful.
The setting defaults to QBVH, and can be found in the Performance panel.
This commit enables QBVH optimization structure automatically if rendering
with CPU and SSE2 support is detected.
This brings render time of agent shot back to the speed it used to be before
the watertight intersections commit, single koro and sponza scenes are about
7% faster here.
The issue was caused by GLEW MX enabled in SCons by default so
basically previous commit already fixed the crash. But we need
to be safe here.
For now the fix is simple and not that clean, just check if
there's an OpenGL context available and if not we don't do any
GLSL magic.
This is to be cleaned up after some discussion with the viewport
project guys.
It can be helpful in some cases and it works properly, so no need to hide it behind the experimental flag anymore. It's only enabled for the CPU though.
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.
This adds a new option "Sample All Lights" to the Sampling panel in Cycles (Branched Path). When enabled, Cycles will sample all the lights in the scene for the indirect samples, instead of randomly picking one. This is already happening for direct samples, now you can optionally enable it for indirect.
Example file and renders:
Blend file: http://www.pasteall.org/blend/27411
Random: http://www.pasteall.org/pic/show.php?id=68033
All: http://www.pasteall.org/pic/show.php?id=68034
Sampling all lights is a bit slower, but there is less variance, so it should help in situations with many lights.
Patch by myself with some tweaks by Brecht.
Differential Revision: https://developer.blender.org/D391
This adds an option in the Volume Sampling panel, which helps rendering lamps
inside or near volumes with less noise. It can also increase noise though and
needs improvements to support MIS and heterogeneous volumes, but since it's
useful in some cases already (especially world volumes) it's there now.
Based on the code in the old branch by Stuart, with modifications by Thomas
and Brecht.
Differential Revision: https://developer.blender.org/D291
Indirect and Direct samples can now be clamped individually. This way we can clamp the indirect samples (fireflies), while keeping the direct highlights.
Example render: http://www.pasteall.org/pic/show.php?id=66586
WARNING: This breaks backwards compatibility. If you had Clamping enabled in an old file, you must re-enable either Direct/Indirect clamping or both again.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D303
This is done by adding a Volume Scatter node. In many cases you will want to
add together a Volume Absorption and Volume Scatter node with the same color
and density to get the expected results.
This should work with branched path tracing, mixing closures, overlapping
volumes, etc. However there's still various optimizations needed for sampling.
The main missing thing from the volume branch is the equiangular sampling for
homogeneous volumes.
The heterogeneous scattering code was arranged such that we can use a single
stratified random number for distance sampling, which gives less noise than
pseudo random numbers for each step. For volumes where the color is textured
there still seems to be something off, needs to be investigated.
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.
* 32 bit GCC builds now have the SSE BVH optimizations turned off, but still
compile with SSE flags for better performance.
* White color when rendering on Windows seems to have been unrelated to SSE,
rather it was a graphics driver not supporting half float textures, added a
check for that now.
except for curves, that's still missing from the OpenColorIO GLSL shader.
The pixels are stored in a half float texture, converterd from full float with
native GPU instructions and SIMD on the CPU, so it should be pretty quick.
Using a GLSL shader is useful for GPU render because it avoids a copy through
CPU memory.
and "Branched Path Tracing", to try to make it more clear that this is not
related to progressive refinement, non-progressive was always a bad name anyway.
* Add a "Total Samples" info at the bottom of the panel.
This makes understanding the Non-Progressive integrator easier, as it displays how many samples are used for the different ray types.
* Rename Squared Samples to Square samples, to indicate that the action is not already done. The new Total Samples info should make this easier to understand now as well. Also added back for Progressive integrator, for consistency.
Screenshot:
http://www.pasteall.org/pic/show.php?id=57980
* Non-Progressive integrator is now available on the GPU (CUDA, sm_20 and above).
Implementation details:
* kernel_path_trace() has been split up into two functions:
kernel_path_trace_non_progressive() and kernel_path_trace_progressive().
* We compile two CUDA kernel entry functions (in kernel.cu) for the two integrators, they are still inside one .cubin file but due to the kernel separation there should be no performance problem. I tested with the BMW file on my Geforce 540M and the render times were the same for 100 samples (1.57 min in my case).
This is part of my GSoC project, SVN merge of r59032 + manual merge of UI changes for this from my branch.
* After some feedback decided to remove this option from the Progressive integrator, it only makes sense for Non-Progressive where we have different values for the sample types.
* Add a "Squared Samples" option to the UI, to use squared values for ease of use. This can make it easier from an artist point of view, to weak settings.
With this enabled, all Sample values will be squared. So 10 Samples become 100 Samples.
For the Non-Progressive integrator: 4 AA Samples * 5 Diffuse Samples would become 16 AA Samples * 25 Diffuse = 400 in total.
Patch by Matt Heimlich, with some minor edits by myself. Thanks!
* If Preview Samples are set to 0 (unlimited) it now assumes 65536 instead of INT_MAX.
This doesn't affect regular sampling, you can still enter fixed values of 100k or whatever.
instead of sobol. So far one doesn't seem to be consistently better or worse than
the other for the same number of samples but more testing is needed.
The random number generator itself is slower than sobol for most number of samples,
except 16, 64, 256, .. because they can be computed faster. This can probably be
optimized, but we can do that when/if this actually turns out to be useful.
Paper this implementation is based on:
http://graphics.pixar.com/library/MultiJitteredSampling/
Also includes some refactoring of RNG code, fixing a Sobol correlation issue with
the first BSDF and < 16 samples, skipping some unneeded RNG calls and using a
simpler unit square to unit disk function.