This can be used together with camera culling to keep nearby objects visible in
reflections, using a minimum distance within which objects are visible. It is
also useful to cull small objects far from the camera.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2332
When using the Normal output of the Texture Coordinate node on Point and Spot lamps, the coordinates now depend on the rotation of the lamp.
On Area lamps, the Parametric output of the Geometry node now returns UV coordinates on the area lamp.
Credit for the Area lamp part goes to Stefan Werner (from D1995).
Another issue with the modified particle motion blur fix: since
pre and post are used as validity markers, they must be set even
if there is no actual motion, like the original bool flags were.
Otherwise an object starting to move or stopping is interpreted
as having invalid blur data and hidden.
Currently cycles cannot correctly render motion blur for objects that appear or
disappear during the shutter window. Until that can be fixed properly, it may be
better to hide such particles rather than let them render as if they were
stationary for half of the frame.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2125
At some point the idea was that we could have an optimization where we could
render multiple render layers without re-exporting the scene, by just updating
the layer bits. We are not doing this now and in practice with the available
render layer control like exclude layers it's not always possible anyway.
This makes it easier to support an arbitrary number of layers in the future
(hopefully this summer), and frees up some useful bits in the kernel.
Reviewed By: sergey, dingto
Differential Revision: https://developer.blender.org/D2020
This way we avoid passing structures which could be up to
few hundred bytes by value to the utility functions.
Ideally we'll also have to add `const` qualifier in majority
of the calls, but C++ RNA does not allow us to do that because
it does not know if some function modifies contents or not.
This adds an option to control at what time relative to the current frame
the shutter is fully opened. Supported options are:
- Shutter is starting to open at the current frame
- Shutter is fully opened at the current frame
- Shutter is fully closed at the current frame
Custom shutter time offset is possible, same as custom curve for shutter
openness but those are considered nice things to have rather than something
crucial.
Reviewers: juicyfruit, dingto
Subscribers: venomgfx, hjalti
Differential Revision: https://developer.blender.org/D1380
Title says it all, based on feedback of artists from gooseberry team.
This mainly affects cases when going to a local view from layers setup
when some lamps were on invisible layers. Those lights are no longer
becoming visible to the object in local view.
Reviewers: brecht, juicyfruit, dingto
Reviewed By: juicyfruit, dingto
Subscribers: maxon, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1326
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 is to give artists a simplier way to control memory usage in such
scenes as grass fields by doing automatic object culling based on whether
object is visible in the frame or not.
This is controlled on per-object level. In order to use this option few steps
are required:
- Enable Simplify in scene settings
- Enable Camera Cull option in the Simplify panel
- Set camera cull margin (measured in relative value to the render resolution)
This setting is used to avoid possible flickering caused by changes in shadow
which are cast by objects outside of the frame.
- Enable Camera Cull for objects which are desired to be culled
(object culling option could be found in Option panel in object buttons).
There is still room for improvements, but this worked quite well during
Gooseberry open movie project, so think it's useful feature even in it's current
non-ideal state.
When using MIS, the world is treated as regular light and in this case
we can now also limit the maximum amount of bounces, the background light
will contribute to the scene.
This can improve performance in some cases, where it's e.g. sufficient to
only have a contribution on first 1-2 bounces.
Examples can be found in the differential.
Differential revision: https://developer.blender.org/D1399
The idea is to make it possible to control linked duplicated objects motion
blur from the scene file without need to do overrides on the linked object
settings. Currently only supported for dupligroup duplication and all now
if duplicator object has motion blur disabled then it'll be inherited into
all the duplicated objects.
There should be no regressions/changes in look of existing files because
objects do have motion blur enabled by default.
This patch adds support for light portals: objects that help sampling the
environment light, therefore improving convergence. Using them tor other
lights in a unidirectional pathtracer is virtually useless.
The sampling is done with the area-preserving code already used for area lamps.
MIS is used both for combination of different portals and for combining portal-
and envmap-sampling.
The direction of portals is considered, they aren't used if the sampling point
is behind them.
Reviewers: sergey, dingto, #cycles
Reviewed By: dingto, #cycles
Subscribers: Lapineige, nutel, jtheninja, dsisco11, januz, vitorbalbio, candreacchio, TARDISMaker, lichtwerk, ace_dragon, marcog, mib2berlin, Tunge, lopataasdf, lordodin, sergey, dingto
Differential Revision: https://developer.blender.org/D1133
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.
Seems the parent check didn't go deep enough and only checked single parent.
Now it checks the chain of parents which seems to be correct but requires
much more intense testing.
material is applied to multiple Dupli instances of an object.
One of the random_id initialization lines for cycles objects slipped
into the basic update part in this commit:
rBb98ff5cb5b2c14c33b16e3b129e1e08810e90a6c
This would constantly re-shuffle the random_id ...
Fix T39286: Display percentage ignored in Cycles viewport.
The threaded depsgraph update changes included a cleanup of the global
is_rendering flag, which was replaced by a general EvalContext being
passed to dupli functions.
Problem is that the global flag was true for viewport duplis before
(ugly hack), which was used as a check for generating dupli orco/UV from
mesh data layers. The new flag is stricter and only true for actual
renders, which disables these attributes and breaks the Cycles
Texture Coordinates and UVMap nodes.
The solution is to extend the simple for_render boolean to an enum:
* VIEWPORT: OpenGL viewport drawing (dupli tex coords omitted)
* PREVIEW: Viewport preview render (simplified modifiers)
* RENDER: Full render with all details and attributes
There are still some areas that need to be examined, in particular
modifiers seem to totally ignore the EvaluationContext!
Instead they generally execute without render params from the depsgraph
(BKE_object_handle_update_ex) and are built with render settings
explicitly.
Differential Revision: https://developer.blender.org/D613
The was actually caused by the way how Cycles uses objects
layers. It's not possible to rely on the fact that layers
are flushed from Base to Object. It's only valid when rendering
active scene.
Now made it so layers are used from the base.
Notes:
* The motion steps only affect deformation motion blur.
* The actual number of steps is 2^(steps - 1). This avoids having to sample at
many different times for object with more/fewer steps, now the times overlap.
* Deformation motion blur is enabled by default in existing files that have
motion blur enabled. If the object is not deforming, this will be detected at
export time, so raytracing performance will not be affected.
Part of the code is from the summer of code project by Gavin Howard.
This now supports multiple steps and subframe sampling of motion.
There is one difference for object and camera transform motion blur. It still
only supports two steps there, but the transforms are now sampled at subframe
times instead of the previous and next frame and then interpolated/extrapolated.
This will give different render results in some cases but it's more accurate.
Part of the code is from the summer of code project by Gavin Howard, but it has
been significantly rewritten and extended.
There are a couple of bugs that come together here:
* Particle hacks: extra modifier stack evaluation just for particles in
rna_Object_create_duplilist. This is where the primary issue stems from,
the "for_render" setting replaced the G.is_rendering flag in threaded
depsgraph. This causes particles to recalculate the entire modifier
stack with _render_ settings instead of viewport settings now. Fixed by
taking the 'preview' parameter in Cycles into account.
* Buggy skin modifier: The skin modifier generates a different amount of
vertices and faces **on every execution**. This must be looked at
separately, but it could be another reason why cycles constantly
restarted the sync process.
* Particles get re-distributed randomly every time (changing seed). This
could be caused just by the broken skin modifier, but might still be an
issue when simply rendering with cycles, since the psys will be
evaluated for render settings, if just temporarily.
Problem is that the particle systems in the cycles database are not
stored in a well-defined order. This means the particle_id for dupli
objects can not simply be assigned using a global running index during
sync.
Now the particle index is assigned locally for each particle system.
When transferring particle data to the device as a single texture, the
particle indices are offset based on the final order of particle systems
in the database.
Reviewers: brecht
Reviewed By: brecht
CC: Andreas80
Differential Revision: https://developer.blender.org/D352
* 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
New features:
* Bump mapping now works with SSS
* Texture Blur factor for SSS, see the documentation for details:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering
Work in progress for feedback:
Initial implementation of the "BSSRDF Importance Sampling" paper, which uses
a different importance sampling method. It gives better quality results in
many ways, with the availability of both Cubic and Gaussian falloff functions,
but also tends to be more noisy when using the progressive integrator and does
not give great results with some geometry. It works quite well for the
non-progressive integrator and is often less noisy there.
This code may still change a lot, so unless you're testing it may be best to
stick to the Compatible falloff function.
Skin test render and file that takes advantage of the gaussian falloff:
http://www.pasteall.org/pic/show.php?id=57661http://www.pasteall.org/pic/show.php?id=57662http://www.pasteall.org/blend/23501