Commit Graph

1960 Commits

Author SHA1 Message Date
ca7197b620 Cycles / OSL:
* __OSL__ is now defined for CPU when building with OSL.

* First batch of compile fixes, remove some unneeded std namespace declarations and added missing includes.
2012-06-04 19:00:13 +00:00
6548f7efef Cycles: spot lamp support. 2012-06-04 17:17:10 +00:00
f9856c1c2d Cycles / OSL:
* Update the Oren Nayar shader to incorporate updates / fixes from r41968 and r44330.
2012-06-03 18:04:52 +00:00
345a8d8170 Cycles / OSL Textures:
* Ported my checker texture to OSL. :)
2012-06-03 00:02:24 +00:00
a4f3475846 Cycles / OSL Textures:
* More fixes, replaced all remaining size variables with scale ones.
* Remove nonzero check in OSL textures, not needed anymore, was there to prevent division by zero for the size variable.
2012-06-02 22:57:26 +00:00
014105f35d Cycles / OSL:
* More fixes for r41599, removed clouds and distorted noise textures and ported the Noise texture to OSL. 
ToDo: Color output is still commented, needs a closer look. 

* Some more fixes (comments, uninitialized variables)
2012-06-02 21:34:25 +00:00
d6128ae3c6 Cycles / OSL:
* Forgot to rename Gradient OSL file.
2012-06-02 19:25:12 +00:00
a5b2d2a2be Cycles / OSL:
* More OSL fixes for r41599, removed marble and wood texture and ported Wave Texture to OSL.
2012-06-02 19:14:14 +00:00
cf929c7796 Cycles / Wave Texture:
* Found an issue in the shader code, it used the x coordinate twice.
2012-06-02 17:44:28 +00:00
d61e6e15e4 Cycles / OSL Fixes:
* OSL textures were never updated after the refactor in november 2011.
 
* Remove stucci texture and renamed blend to gradient.
2012-06-02 17:10:59 +00:00
2b5eed9689 Cycles:
* Added missing GPL licence block to kernel_textures.h
2012-05-31 20:26:36 +00:00
a7c68afc72 Cycles / CUDA:
* Remove double declaration of cosf.
2012-05-28 23:51:06 +00:00
d3c6c6babd Cycles / CUDA:
* Remove -use_fast_math flag from scons as well.
2012-05-28 19:49:26 +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
3e83fd441d Fix #31486: cycles texture coordinate reflection output has wrong direction. 2012-05-18 12:49:22 +00:00
2e89e0096a Spell check fix (lenght -> length)
Note: two remains, in comments in extern/bullet2/src/LinearMath/btVector3.h and extern/libmv/libmv/image/tuple.h.
2012-05-16 14:25:25 +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
c8cbe63947 Cycles: fix issues with texture coordinates and object scale. Auto texture
space size and location were outdated often, and already computed on demand
by blender internal, now do that through RNA as well.
2012-05-08 23:39:31 +00:00
Dalai Felinto
5797edfcf2 adding kernel_projection.h in CMakelists 2012-05-07 20:37:48 +00:00
e6a84eb1b5 Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff

Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
2012-05-07 20:24:38 +00:00
Dalai Felinto
e11b9df3f1 cycles-fisheye: fixed formula for dir to equisolid
second time I need a scond commit to get the equisolid formula right, shame on me ;)
the formula is:
r = 2 x focallength x sin (theta / 2)
2012-05-07 17:22:13 +00:00
Dalai Felinto
9a731205e9 direction to equisolid - final fix for [#31307] Cycles panoramic fisheye lens and vector pass problem 2012-05-07 16:51:55 +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
4f1cdb3e42 Code cleanup: patch by Thomas to fix PassType values to be consecutive. 2012-05-06 15:19:36 +00:00
c0331cfc09 Cycles: minor refactoring of fisheye code to fit code style. 2012-05-05 19:44:35 +00:00
Dalai Felinto
d710638c47 small fix for equisolid fisheye (cycles)
the FOV formular is: R = 2 * lens * sin (theta / 2)
in this case theta is fov/2 already, thus the fix
2012-05-04 16:29:41 +00:00
Dalai Felinto
d7fbe03a8a Fisheye Camera for Cycles
For sample images see:
http://www.dalaifelinto.com/?p=399 (equisolid)
http://www.dalaifelinto.com/?p=389 (equidistant)

The 'use_panorama' option is now part of a new Camera type: 'Panorama'.
Created two other panorama cameras:

- Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...)
             this works as a real lens up to an extent. The final result takes the
             sensor dimensions into account also.
             .:. to simulate a Nikon DX2S with a 10.5mm lens do:
                 sensor: 23.7 x 15.7
                 fisheye lens: 10.5
                 fisheye fov: 180
                 render dimensions: 4288 x 2848

- Equidistant: this is not a real lens model. Although the old equidistant lens simulate
               this lens. The result is always as a circular fisheye that takes the whole sensor
               (in other words, it doesn't take the sensor into consideration).
               This is perfect for fulldomes ;)

               For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can).


Reference material:
http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf
http://www.bobatkins.com/photography/technical/field_of_view.html

Note, this is not a real simulation of the light path through the lens.
The ideal solution would be this:
https://graphics.stanford.edu/wikis/cs348b-11/Assignment3
http://www.graphics.stanford.edu/papers/camera/


Thanks Brecht for the fix, suggestions and code review.
Kudos for the dome community for keeping me stimulated on the topic since 2009 ;)

Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-04 16:20:51 +00:00
f87682f631 Fix #31247: cycles crash after recent bugfix. 2012-05-02 18:14:59 +00:00
d64661b507 Cycles: add Ray Length output to Light Path node. This gives the distance travelled
by the last light ray. One use case for this might be to do absorption.

Patch #31232 by Agustin benavidez, see this blog post for details:
http://agus3d.blogspot.com.ar/2012/05/blender-cycles-ray-length-node-output.html
2012-05-02 17:03:46 +00:00
30c2abd323 Fixes for recent cycles and python/context commits. 2012-05-02 14:22:22 +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
f7078dcbe2 Cycles: remove a few usages of double, to fix opencl warnings. 2012-04-30 10:03:13 +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
95432a2a2b Fix #31065: cycles render crash with large node groups, increased the stack
size now, this seems to work well after some testing.
Fix: material override not working on objects without a material assigned.
2012-04-23 18:15:38 +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
117f2826b9 Fix #30955: cycles render issue with lights that have shadow casting disabled. 2012-04-15 15:35:09 +00:00
ed47be3bf2 Cycles/OpenCL:
* Reverted the general activation of __KERNEL_SHADING__.
Better to handle this in the device file. This way each platform gets specifically what it is capable of atm. 

* Nvidia has Shading + Multi Closure
* AMD (Apple) has only Clay Render
* AMD (non Apple) has Basic Shading
2012-04-09 17:44:33 +00:00
2e08b763c5 Bugfix [#30835]: Cycles doesn't work with AMD Juniper GPU, compiller throws errors. Thanks for reporting!
Problem: AMD does not like something like this.
float3 *a;
flaot b = a->x;

You need to circumvent this by using:
float3 *a;
float b = (*a).x;
2012-04-09 15:31:31 +00:00
f7a0499f16 Cycles: fix nan's generated by glossy BSDF in some cases. 2012-04-06 16:08:14 +00:00
d024238fb2 Cycles / OpenCL:
* Enable __KERNEL_SHADING__ per default for OpenCL.
This enables basic shading (color, emission, textures...) for AMD cards. 

You need the latest AMD catalyst driver in order to have this work.
2012-04-05 16:19:51 +00:00
6e93e33294 Cycles: add rejection of inf/nan samples, in principle these should not happen
but this makes it more reliable for now.

Also add an integrator "Clamp" option, to clamp very light samples to a maximum
value. This will reduce accuracy but may help reducing noise and speed up
convergence.
2012-04-05 15:17:45 +00:00
e12adeb8c9 Fix #30551: cycles passes combining did not always give identical result combined
with antialiasing/defocus, now divide out color at the very end instead of for each
sample.
2012-03-28 12:18:12 +00:00
755f018324 Cycles: shadow pass support. Note that this only takes into account lamps,
emitting objects or world lighting do not contribute to the shadow pass.

Consider this more as a pass useful for some compositing tricks, unlike
other lighting passes this pass can't be used to exactly reconstruct the
combined pass.
2012-03-28 10:39:21 +00:00
53dab9ec69 Cycles: fix for ColorRamp node alpha output. 2012-03-26 13:21:43 +00:00
bbc3d820f4 Cycles: add ColorRamp node. 2012-03-26 12:45:14 +00:00
b26d3f371a Fix #30603: cycles incorrect ray differentials when rendering with panorama
camera, causing bump map issues.
2012-03-20 19:32:12 +00:00
8b4c1f729b Cycles: fix issue reported in IRC, rendering a material that mixes a transparent
and glass BSDF would give a different result with/without using light passes.
2012-03-20 16:16:17 +00:00