Previously shutter was instantly opening, staying opened for the shutter time
period of time and then instantly closing. This isn't quite how real cameras
are working, where shutter is opening with some curve. Now it is possible to
define user curve for how much shutter is opened across the sampling period
of time.
This could be used for example to make motion blur trails softer.
It was possible to miss some intersection caused by wrong barycentric
coordinates sign.
Cases when one of the coordinate is zero and other are negative was not
handled correct.
The issue was caused by non-continuous tangent space calculated for triangles.
This commit adds a Tangent input to Hair BSDF node which can be used to hook up
Tangent calculated form UV as an input to the node in order to make sure the
tangent space is continuous.
Doing this as an input instead of using default tangent layer from UV because of
several reasons:
- This way it's really easy to preserve compatibility with existing setups.
- Default UV map is not necessarily giving continuous space, one might want to
use other tangent space sources or distort the space for some artistic
decision.
Reviewers: juicyfruit, dingto
Reviewed By: dingto
Differential Revision: https://developer.blender.org/D1428
Ray direction is assumed to be normalized in such areas as scaling intersection
distance on instance push/pop when doing ray-scene intersection, but it was
possible that some closures wouldn't give normalized direction which could cause
wrong intersection checks.
Now normalization will happen on surface bounce, which could be a bit of a waste
if closure actually gives normalized direction, but currently only transparent
BSDF seems to give guaranteed normalized direction.
Issue was caused by wrong intersection distance scaling on instance pop,
which could cause intersection distance to become zero, confusing following
intersection checks.
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
Issue was caused by changed function signature. This is still not really full
support of new OSL API since we don't store anything in the derivatives which
could confuse mipmapping.
So now the following OSL versions are supported (at least for compilation):
- 1.5 with closure alignment patch applied
- 1.6.8 release
- 1.7 development version from latest git
Added some extra seed to the hash, so it's now less likely to give repetitive
patters at values around zero.
This will change distribution of bricks for existing files. but it's something
inevitable.
Epsilon was quite arbitrary for GPU, replaced with checking for zero-sized faces.
It should solve both original report and the new one. After the release we can check
why GPU doesn't produce accurate math here and go to the root of the issue.
Found a way to make AVX2 CPUs happy by reshuffling instructions a bit,
so now there's no weird precision errors happening in there.
This solves some render speed regressions on CPU, but unfortunately
this doesn't help for GPU rendering.
Initial idea was to optimize calculation a bit by skipping calculation of actual
triangle edges and use vector from ray origin to triangles. In practice this
optimization didn't quite work in cases when origin point is too close to the
triangle.
Let's do 2.76 with a bit more complicated calculation, still looking into exact
reasons why watertight intersections fails in certain cases, but actual fix might
bit be ready so soon.
This fixes wrong eyes on the lady from T46013.
This isn't really complete fix, complete fix would require calculating
derivatives via OIIO API, but supporting this will either end up with
some code duplication or will require some non really safe changes at
this release cycle.
The issue was caused by uninitialized ray used for composite and AO evaluation.
Can;t really think of "proper" ray configuration here, it's all a bit arbitrary
but think initializing the ray in a way so we look at the surface in a negative
normal direction is much better alternative to uninitialized ray.
Open for alternative suggestions tho.
The issue was caused by some numeric instability in triangle intersection which
was visible on avx2 CPUs and GPUs (at least sm_20 here) but maybe some others
too.
Committing rather a workaround for now to be safe for the release, still need
some investigation.
From tests with grass field from Gooseberry project didn't see measurable
slowdown.
Fix T45769: Image Texture Node clipping bug
Simple mistakes in the normalized/pixel-space coordinates handling.
Render tests for this feature are coming.
Recent changes to kernel broke compilation of the kernels again, need some
other kind of solution for this issue.
Don't have much time for this currently, but will be addressed before the
release.
Meanwhile it's better to have some buildbot builds instead of totally failing
one.
This is an alternate fix for T40964 which resolves bad handling of
caustics reported in T45609.
There were too much transmission rays being discarded by the original
fix, which caused by caustic light being totally disabled. There is
still some room for investigation why exactly original paper didn't
work that well, could be caused by the way how the pdf is calculated.
In any case current results seems rather correct now.
* Did not check data2, this partially fixes T45583.
* Initialize data2 in some closures to avoid potential problems.
Differential Revision: https://developer.blender.org/D1436
Clipping wasn't working totally correct, need to check original coordinates,
not the integer ones,
Now CPU gives the same exact results for both SVM and OSL, CUDA is still doing
something crazy with edges.
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.
Works totally similar to camera motion blur and majority of the changes are
related on just passing extra arguments to sync() functions.
Couple of things still to look into:
- Motion pass will not include motion caused by the zoom.
- Only perspective cameras are supported currently.
- Motion is being interpolated on projected coordinates, which might give
different results from constructing projection matrix from interpolated
field of view.
This could be good enough for us, but we need to consider improving this
at some point.
Reviewers: juicyfruit, dingto
Reviewed By: dingto
Differential Revision: https://developer.blender.org/D1383
The idea of this node is to sampling of 3D voxels at a given coordinate
supporting different mapping strategies (world space mapping, object
local space etc).
Currently not in use, it's a preparation step for supporting point density
textures.