Commit Graph

2000 Commits

Author SHA1 Message Date
Hristo Gueorguiev
6c0705009e Fix OpenCL compilation error - BPT without SSS. 2018-05-31 00:08:56 +02:00
81060ff6b2 Windows: Add support for building with clang.
This commit contains the minimum to make clang build/work with blender, asan and ninja build support is forthcoming

Things to note:

1) Builds and runs, and is able to pass all tests (except for the freestyle_stroke_material.blend test which was broken at that time for all platforms by the looks of it)

2) It's slightly faster than msvc when using cycles. (time in seconds, on an i7-3370)

victor_cpu
	msvc:3099.51
	clang:2796.43

pavillon_barcelona_cpu
	msvc:1872.05
	clang:1827.72

koro_cpu
	msvc:1097.58
	clang:1006.51

fishy_cat_cpu
	msvc:815.37
	clang:722.2

classroom_cpu
	msvc:1705.39
	clang:1575.43

bmw27_cpu
	msvc:552.38
	clang:561.53

barbershop_interior_cpu
	msvc:2134.93
	clang:1922.33

3) clang on windows uses a drop in replacement for the Microsoft cl.exe (takes some of the Microsoft parameters, but not all, and takes some of the clang parameters but not all) and uses ms headers + libraries + linker, so you still need visual studio installed and will use our existing vc14 svn libs.

4) X64 only currently, X86 builds but crashes on startup.

5) Tested with llvm/clang 6.0.0

6) Requires visual studio integration, available at https://github.com/LazyDodo/llvm-vs2017-integration

7) The Microsoft compiler spawns a few copies of cl in parallel to get faster build times, clang doesn't, so the build time is 3-4x slower than with msvc.

8) No openmp support yet. Have not looked at this much, the binary distribution of clang doesn't seem to include it on windows.

9) No ASAN support yet, some of the sanitizers can be made to work, but it was decided to leave support out of this commit.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D3304
2018-05-28 14:34:47 -06:00
48155c210a Cycles: Add Support for IES files as textures for light strength
This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources.
The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp.

Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried.
Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file.

The user interface of the node is similar to the script node, the user can either select an internal Text or load a file.
Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot.

The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light,
rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport.

Reviewers: #cycles, dingto, sergey, brecht

Reviewed By: #cycles, dingto, brecht

Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey

Differential Revision: https://developer.blender.org/D1543
2018-05-27 01:24:57 +02:00
5e2f9c5c67 Cycles: Cleanup: Remove duplicated atan2f definition for OpenCL
Turns out that atan2f was already defined for OpenCL.
2018-05-24 19:08:06 +02:00
b4a8b81399 Cycles Denoising: Don't use atomics in the accumulation kernel on CPUs
The GPU kernel needs to use atomics for accumulation since all offsets are processed in
parallel, but on CPUs that's not the case, so we can disable them there for a considerable speedup.
2018-05-24 18:44:56 +02:00
6862762685 Cycles/Compositor: Add arctan2 operation to the Math node
The Math node currently has the normal atan() function, but for
actual angles this is fairly useless without additional nodes to handle the signs.

Since the node has two inputs anyways, it only makes sense to add an arctan2 option.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3430
2018-05-24 16:46:02 +02:00
2dd0cb4964 Fix T54801: incorrect render with zero weight transparent BSDFs. 2018-05-06 02:00:39 +02:00
16c05161e7 Cycles: Cleanup: Remove double semicolons 2018-04-29 09:28:41 +02:00
52302757cd Fix T54455: OpenCL build error after recent changes. 2018-03-29 07:14:09 +02:00
Matt Heimlich
e3f1d98098 Cycles: take into account diffuse roughness for roughness baking.
Roughness baking previously defaulted to 1.0 for all diffuse materials,
now we also bake roughness values of Oren-Nayer and Principled Diffuse.

Differential Revision: https://developer.blender.org/D3115
2018-03-28 23:45:15 +02:00
a7aee250b8 Fix T54420: too much volume render noise with multiple volume objects.
Random numbers for step offset were correlated, now use stratified samples
which reduces noise as well for some types of volumes, mainly procedural
ones where the step size is bigger than the volume features.
2018-03-27 01:08:30 +02:00
d03223850e Fix build error on Windows 32 bit. 2018-03-20 17:11:14 +01:00
148b0fef09 Fix T54317: overlapping volume render bug after recent changes.
Increasing the samplig dimensions like this is not optimal, I'm looking
into some deeper changes to reuse the random number and change the RR
probabilities, but this should fix the bug for now.
2018-03-19 21:22:15 +01:00
fddb4dee8a Fix T54356: volume rendering bug using just color attribute. 2018-03-19 21:22:15 +01:00
23ccf5767f Cycles: add roughness baking support, using squared roughness convention. 2018-03-10 18:37:33 +01:00
7613ffc944 Cycles: switch to squared roughness convention for all nodes.
This was already done for the Principled BSDF to be compatible with typical
baked roughness maps in PBR workflows.
2018-03-10 18:05:01 +01:00
07d0a87b5c Fix T54278: volume artifacts with small density and color after recent changes. 2018-03-10 06:27:19 +01:00
db333d9ea4 Cycles: support arbitrary number of motion blur steps for objects. 2018-03-10 06:27:19 +01:00
78c2063685 Cycles: support arbitrary number of motion blur steps for cameras. 2018-03-10 06:27:19 +01:00
267d892326 Code refactor: motion blur cleanups, preparing for next commit. 2018-03-10 04:54:05 +01:00
b66efbecf4 Code refactor: make Transform always affine, dropping last row.
This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
2018-03-10 04:54:05 +01:00
623141f339 Code refactor: add DecomposedTransform.
This is in preparation of making Transform affine only, and also gives us
a little extra type safety so we don't accidentally treat it as a regular
4x4 matrix.
2018-03-10 04:54:05 +01:00
516e82a900 Code refactor: add ProjectionTransform separate from regular Transform.
This is in preparation of making Transform affine only.
2018-03-10 04:54:04 +01:00
cd15d87bfc Code refactor: avoid motion transform copy, remove unused curved code.
The purpose of the previous code refactoring is to make the code more readable,
but combined with this change benchmarks also render about 2-3% faster with an
NVIDIA Titan Xp.
2018-03-10 04:54:04 +01:00
Stefan Werner
f3010e98c3 Code refactor: use KernelShader and KernelParticle instead of float arrays.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
Stefan Werner
fa9175ff02 Code refactor: use KernelLight instead of float4 arrays.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
Stefan Werner
f66ff4ee86 Code refactor: use KernelOject struct instead of float4 array.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
76122bc8f0 Cycles: Fix crash when building with no shading systems 2018-03-06 13:04:28 +01:00
ec904ed327 Cycles: Cleanup, indentation 2018-03-06 13:04:28 +01:00
7f86afec9d Cycles: don't count volume boundaries as transparent bounces.
This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.

For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
2018-03-01 01:21:29 +01:00
8cc7f48581 Cycles: principled absorption color now has more effect at lower values. 2018-02-28 20:11:53 +01:00
0aec2dcd3a Cycles: add Principled Volume shader.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.

Differential Revision: https://developer.blender.org/D3033
2018-02-23 18:57:58 +01:00
acd619d7c9 Cycles: change smoke color grid to not include density multiplied in.
This breaks backwards compatibility some, making smoke colors brighters
than before. But it is also more correct this way.
2018-02-23 18:57:58 +01:00
a963c7d48d Code refactor: improve attribute handling for optional volume attributes.
A volume shader should be able to request attributes, and still be rendered
as homogeneous if no volume attributes are available for the object.
2018-02-23 18:57:58 +01:00
04896d223d Smoke: add temperature grid, with values 0..1 corresponding to 0..1000K. 2018-02-23 18:57:58 +01:00
5d5c6bb5ef Cycles: add Russian roulette termination for volume multiple scattering.
This mainly helps with dense volumes, rendering can be 30% faster with
little noise increase in such scenes.
2018-02-22 00:55:32 +01:00
2d81758aa6 Cycles: better path termination for transparency.
We now continue transparent paths after diffuse/glossy/transmission/volume
bounces are exceeded. This avoids unexpected boundaries in volumes with
transparent boundaries. It is also required for MIS to work correctly with
transparent surfaces, as we also continue through these in shadow rays.

The main visible changes is that volumes will now be lit by the background
even at volume bounces 0, same as surfaces.

Fixes T53914 and T54103.
2018-02-22 00:55:32 +01:00
9a5be1fba9 Fix incorrect OSL raytype bits and add some comments. 2018-02-21 17:56:26 +01:00
606bc5f301 Fix T54105: random walk SSS missing in branched indirect paths.
Unify the path and branched path indirect SSS code. No performance impact
found on CUDA, for AMD split kernel the extra code was already there.
2018-02-21 17:56:26 +01:00
5cc1d5fe17 Fix T54107: bevel shader + normal map gives wrong result. 2018-02-21 17:56:26 +01:00
fee4b646c4 Cycles: tweak CUDA messages and avoid build errors with existing sm_2x configs. 2018-02-18 00:53:25 +01:00
1dcd7db73d Code cleanup: remove some more unused code after recent CUDA changes. 2018-02-18 00:53:03 +01:00
9e717c0495 Cycles: Remove Fermi texture code.
This should be the last Fermi removal commit, unless I missed something.
It's been a pleasure Fermi!
2018-02-17 22:56:58 +01:00
e1ef902058 Cycles: Remove fermi related defines from the code.
Did not touch Texture related defines, that comes next.
2018-02-17 22:19:54 +01:00
2eaf90b305 Cycles: Remove Fermi support from CMake and update runtime checks in device_cuda.cpp.
Fermi code in Cycles kernel and texture system are coming next.
2018-02-17 16:15:07 +01:00
b5fe00d1ac Cycles: restore Particle Info Index for now, keep it next to Random.
It seems to be useful still in cases where the particle are distributed in
a particular order or pattern, to colorize them along with that. This isn't
really well defined, but might as well avoid breaking backwards compatibility
for now.
2018-02-14 21:45:57 +01:00
f6107af4cf Cycles: change Index output of Hair and Particle Info to Random, in 0..1 range.
These are used for randomization, so it's convenient if the index is already
hashed and consistent with the Object Info node.
2018-02-14 14:55:46 +01:00
37f65e9dc4 Cycles: Implement index output for hair node
This is like the only way to add variety to hair which is created
using simple children. Used here for the hair.

Maybe not ideal, but the time will show.
2018-02-13 14:20:47 +01:00
fc99eed5be Fix random walk SSS issues with different base and subsurface color.
Burley SSS uses a bit of strange thing where the albedo and closure weight are
different, which makes the subsurface color act a bit like a subsurface radius
indirectly by the way the Burley SSS profile works.

This can't work for random walk SSS though, and it's not clear to me that this
is actually a good idea since it's really the subsurface radius that is supposed
to control this. For now I'll leave Burley SSS working the same to not break
backwards compatibility.
2018-02-12 21:08:59 +01:00
a6968e87f1 Cycles: add random walk subsurface scattering to Principled BSDF.
Differential Revision: https://developer.blender.org/D3054
2018-02-09 19:58:42 +01:00