Commit Graph

211 Commits

Author SHA1 Message Date
31a620b942 Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.

The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.

The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.

Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.

Reviewed By: brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D8544
2020-11-04 13:03:33 +01:00
6fdcca8de6 Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.

The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.

In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.

The back-end Cycles code is already refactored and committed by Brecht.

Differential Revision: https://developer.blender.org/D2057
2020-11-03 16:35:44 +03:00
d9b22b8094 Merge branch 'blender-v2.91-release' 2020-10-29 17:41:46 +01:00
8c3d42bd0f Fix T82129: Cycles "Persistent Images" incorrectly retains scene data
The issue stems from the fact that scene arrays are not cleared when rendering is done. This was not really an issue before the introduction of the ownership system (rB429afe0c626a) as the id_map would recreate scene data arrays based on their new content. However, now that the id_maps do not have access to the scene data anymore the arrays are never created.

Another related issue is that the BlenderSync instance is never freed when the persistent data option is activated.

To fix this, we delete nodes created by the id_maps in their destructors, and delete the BlenderSync instance before creating a new one, so the id_maps destructors are actually called.

Reviewed By: brecht

Maniphest Tasks: T82129

Differential Revision: https://developer.blender.org/D9378
2020-10-29 17:39:21 +01:00
30f626fe4c Revert "Cycles API: encapsulate Node socket members"
This reverts commit 527f8b32b3. It is causing
motion blur test failures and crashes in some renders, reverting until this is
fixed.
2020-10-27 11:40:42 +01:00
527f8b32b3 Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.

The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.

The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.

Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various `modified` methods
on Nodes in favor of `Node::is_modified` which checks the sockets'
update flags status.

Reviewed By: brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D8544
2020-10-26 23:11:14 +01:00
Olivier Maury
559e87ad08 Fix T81976: Cycles crash after recent geometry sync multithreading change
Avoid accessing mesh emitter and hair at the same time. This is not ideal for
performance, but once we have a dedicated hair object this will resolve itself.

Differential Revision: https://developer.blender.org/D9322
2020-10-23 17:45:11 +02:00
Jagannadhan Ravi
bb49aa0d69 Cycles: multithreaded export of geometry
This improves performance in scene synchronization when there are many
mesh, hair and volume objects. Sync time speedups in benchmarks:

barbershop   5.2x
bmw          1.3x
fishycat     1.5x
koro         1.0x
sponza       3.0x
victor       1.4x
wdas_cloud   0.9x

Implementation by Nicolas Lelong, and Jagannadhan Ravi (AMD).

Differential Revision: https://developer.blender.org/D9258
2020-10-21 18:54:12 +02:00
429afe0c62 Cycles: introduce an ownership system to protect nodes from unwanted deletions.
Problem: the Blender synchronization process creates and tags nodes for usage. It does
this by directly adding and removing nodes from the scene data. If some node is not tagged
as used at the end of a synchronization, it then deletes the node from the scene. This poses
a problem when it comes to supporting procedural nodes who can create other nodes not known
by the Blender synchonization system, which will remove them.

Nodes now have a NodeOwner, which is set after creation. Those owners for now are the Scene
for scene level nodes and ShaderGraph for shader nodes. Instead of creating and deleting
nodes using `new` and `delete` explicitely, we now use `create_node` and `delete_node` methods
found on the owners. `delete_node` will assert that the owner is the right one.

Whenever a scene level node is created or deleted, the appropriate node manager is tagged for
an update, freeing this responsability from BlenderSync or other software exporters.

Concerning BlenderSync, the `id_maps` do not explicitely manipulate scene data anymore, they
only keep track of which nodes are used, employing the scene to create and delete them. To
achieve this, the ParticleSystem is now a Node, although it does not have any sockets.

This is part of T79131.

Reviewed By: #cycles, brecht

Maniphest Tasks: T79131

Differential Revision: https://developer.blender.org/D8540
2020-08-30 23:49:38 +02:00
e157573fab Fix T77683: Cycles baking crash with motion blur enabled and no camera
specified

Maniphest Tasks: T77683

Differential Revision: https://developer.blender.org/D8593
2020-08-17 21:04:55 +02:00
e65c78cd43 Cleanup: minor refactoring in Cycles update detection code 2020-07-10 17:10:05 +02:00
87ceff3d1b Preferences: New experimental settings for particle system and hair
This replaces the cmake options `WITH_NEW_OBJECT_TYPES` and
`WITH_NEW_SIMULATION_TYPE` with two experimental userpref settings:

* `use_new_particle_system`: Enables the point cloud type and the simulation editor.
* `use_new_hair_type`: Only displays the add-operator in the add menu for now.

Note, in the current state you can't do anything productive with the new particle
system or the new hair type. Features will be added step by step in the upcoming
weeks and months.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D8096
2020-06-23 11:30:46 +02:00
Stefan Werner
c7280ce65b Cycles: Added shadow terminator offset parameter.
A new user parameter can be used to shift the shadow terminator
towards the light source. With it, one can hide some of the
artifacts that appear on coarse meshes with smooth shading.

Note that this technique is not engery conserving.

This is based on the work by the Appleseed renderer team.

Differential Revision: https://developer.blender.org/D7634
2020-06-02 07:27:14 +02:00
Josh Belanich
03fa66d274 Fix T72889: Cycles camera motion blur not usng more than 2 steps
Differential Revision: https://developer.blender.org/D7782
2020-05-19 15:40:56 +02:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
9d20f170c7 Cycles: support for rendering of new Hair object prototype
Ref T68981
2020-03-18 11:23:05 +01:00
994eb1ec17 Cycles: support rendering new Volume object type
Voxels are loaded directly from the OpenVDB grid. Rendering still only supports
dense grid, so memory usage is not great for sparse volumes, this is to be
addressed in the future.

Ref T73201
2020-03-18 11:23:05 +01:00
cef4d344f9 Fix Embree failing on objects with a very high number of motion steps
Set the limit to 129 to match Embree. This applies to all devices for
consistent render results.

Ref T73778
2020-02-18 15:38:11 +01:00
d9c5f0d25f Cleanup: split Cycles Hair and Mesh classes, with Geometry base class 2020-02-07 12:18:15 +01:00
47402dcb91 Cleanup: split Cycles export into smaller files 2020-02-07 12:18:15 +01:00
7b66f73558 Cleanup: export particle hair as a separate Cycles object 2020-02-07 12:18:15 +01:00
b45828ebe9 Fix T71123: OptiX error in Cycles viewport when adding HDRI
Cycles did not update the "is_enabled" flag on lights when they were synchronized again, which caused all lights disabled by "LightManager::disable_ineffective_light" to be disabled indefinitely. As a result the OptiX kernels were not reloaded with correct features when a change to a light was made. This fixes that by updating the "is_enabled" flag during synchronization.

Differential Revision: https://developer.blender.org/D6141
2019-11-04 18:09:56 +01:00
Dalai Felinto
7df7a8f3f1 Fix T70838: crash on cycles render after recent fix
My bad for not figuring out how to run our unittests since I got back to
Windows.
2019-10-15 10:18:11 -03:00
Dalai Felinto
280d6b03a7 Fix T70670: Hidden collections are still rendered by Cycles in the Viewport
Now local collections are fully working with cycles preview, while the
collection visibility bug is fixed.

Local collections were not working with cycles viewport even before the recent
commit to allow users to show collections that are hidden in the view layer.

It just got worse with said commit (0812949bbc).

Differential Revision: https://developer.blender.org/D6034
2019-10-14 22:45:33 -03:00
1954723635 Cycles: Fix Show Instanced Local View Objects
The local view check in the RNA didn't support instanced objects. Every
object has a copy of the local_view_bits from the base. This patch
changes the check to look at the local stored bits.

This patch removes the check if the object is part of the view_layer.
In the cases we are using it this check is not relevant. The `mesh_tissue`
add-on also uses it, and is not effected by this change.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5773
2019-09-12 13:33:46 +02:00
861697c9e5 Cycles: Initial Support For Local View
This diff will add support for local view to Cycles rendered preview mode.

Currently the implementation shows same results as EEVEE does. This entails
a difference with Blender 2.79, where lights were automatically added to the
local view. {T69780} describes this should be solved before the next release.

This patch also solves missing `owner_id` issues when using the RNA CPP Api
from Cycles. Cycles didn't provide the `owner_id` making some functionality
fail, what then was worked around in Blender. It also fixes an issue in
`makesrna` where incorrect CPP code was generated when only `PARM_RNAPTR`
was provided.

An optional `view_layer` parameter is added to the `Object.local_view_get`
method to reduce lookups.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5753
2019-09-12 09:08:22 +02:00
68d1f09158 Shading Modes: Material and Render Preview
This change implements the basics as described in {T68312} for the
shading modes.

* LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup.

* Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles.
* Renderers will be able to customize the shading settings panel and add additional settings.

Reviewed By: brecht, fclem

Differential Revision: https://developer.blender.org/D5612
2019-09-04 15:57:00 +02:00
OmarSquircleArt
08ab3cbcce Shading: Add object color to Object Info node.
The object color property is added as an additional output in
the Object Info node.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5554
2019-08-22 14:26:09 +02:00
OmarSquircleArt
133dfdd704 Shading: Add White Noise node.
The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5550
2019-08-21 20:04:09 +02:00
2740bdfff9 Fix T66362, T66004: Cycles holdout should override indirect only
Now it works again like 2.7, rather than objects disappearing from camera
rays when both options are on.
2019-07-04 18:16:36 +02:00
4f386999ea Fix T66111: animated lights not updating in Cycles 2019-06-26 15:06:49 +02:00
Tim Stullich
5ba1a6bee0 Lights: change sun light size to be specified as angle
This is the angular diameter as seen from earth, which is between 0.526° and
0.545° in reality. Sharing the size with other light types did not make much
sense and meant the unit was unclear.

Differential Revision: https://developer.blender.org/D4819
2019-05-15 16:07:50 +02:00
21854575a4 Cycles/Eevee: unify light strength and color
Cycles lights now use strength and color properties of the light outside
of the shading nodes, just like Eevee. The shading nodes then act as a
multiplier on this, and become optional unless textures, fallof or other
effects are desired.

Backwards compatibility is not exact, as we can't be sure which renderer
the .blend was designed for or even if it was designed for a single one.

If the render engine in the active scene is set to Cycles, lights are
converted to ensure overall light strength remains the same, and removing
unnecessary shader node setups that only included a single emission node.

If the engine is set to Eevee, we increase strength to remove the automatic
100x multiplier that was there to match Cycles.

Differential Revision: https://developer.blender.org/D4588
2019-05-13 15:56:10 +02:00
108045faa0 ClangFormat: format '#if 0' code in intern/ 2019-04-17 08:17:13 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
6d4d7c7ca3 Cycles: reduce number of synchronizing object prints.
Do it only for meshes/curves since those are potentially slow and need user
feedback to see things are not stuck. For object instances and lights assume
it's fast enough.

Printing too much can have a performance impact on slow Windows command
prompt or when logging complex scene renders.
2019-03-29 01:42:38 +01:00
cae89a6889 Python/ViewLayers: add object.hide_get/set(), and optional view layer parameters.
These new functions control the per view layer object hiding state, similar to
the selection state. All these object state checking functions now also optionally
take a view layer to use instead of the active view layer.

Fixes T62062.
2019-03-12 18:52:56 +01:00
d6b5ee99fe Merge branch 'blender2.7' 2019-02-21 18:04:02 +01:00
6e53fdc18f Cycles OpenCL: Motion Blur Compile Directives
When using preview rendering through a camera or final rendering
the `scene.render.use_motion_blur` was not respected when building
the compile directives.

This patch will when building the compile directives check if
motion blur is enabled at all. This should lead to more efficient
kernels when no motion blur is needed.

Tags: #cycles

Differential Revision: https://developer.blender.org/D4387
2019-02-21 16:33:29 +01:00
d903eb6129 Fix T60046: crash with Cycles viewport render and particle info node.
This code was not correctly ported to 2.8.
2019-01-02 17:19:45 +01:00
0edd93effb Fix inconsistent/broken Cycles object visibility for instances.
Object visibility is now handled by the depsgraph iterator, but this API
was incomplete as it made no distinction for visibility of the object itself,
particles and generated instances.

The depsgraph iterator API now includes information about which part of the
object is visible, and this is used by Cycles to replace the old custom logic.
Cycles and EEVEE visibility should now be consistent, which unfortunately does
means some subtle compatibility breakage for both.

Fixes T58956, T58202, T59284.

Differential Revision: https://developer.blender.org/D4109
2018-12-21 16:05:48 +01:00
7c7f3776dd Use collection and instance terminology in Python API
This follows naming convention agreed on in T56648.
2018-11-28 18:22:51 +01:00
c3d03b4434 Lamps: Remove HEMI light type
This type is not supported by either Eevee or Cycles. If other types of
lamps are needed by external engines, we should support adding custom types.
2018-11-14 11:50:37 +01:00
046735d751 Merge branch 'master' into blender2.8 2018-10-28 16:41:30 +01:00
Stefan Werner
e58c6cf0c6 Cycles: Added Cryptomatte output.
This allows for extra output passes that encode automatic object and material masks
for the entire scene. It is an implementation of the Cryptomatte standard as
introduced by Psyop. A good future extension would be to add a manifest to the
export and to do plenty of testing to ensure that it is fully compatible with other
renderers and compositing programs that use Cryptomatte.

Internally, it adds the ability for Cycles to have several passes of the same type
that are distinguished by their name.

Differential Revision: https://developer.blender.org/D3538
2018-10-28 05:37:41 -04:00
bbd3ac73bc Fix T56396: Cycles wrong object motion blur with deformation blur disabled. 2018-09-30 19:34:34 +02:00
637d938c0b Fix T56396: Cycles wrong object motion blur with deformation blur disabled. 2018-09-28 18:24:19 +02:00
9a40690242 Fix for holdout / indirect only with collection instances. 2018-07-25 18:30:26 +02:00
885cda65c9 Cycles: add per layer collection indirectly on setting.
In the outliner, right click > view layer > set indirect only. This is
like clearing camera ray visibility on objects in the collection, and is
temporary until we have more general dynamic overrides.
2018-07-25 16:45:46 +02:00
b0077992d2 Cycles: add per layer collection mask/holdout support.
In the outliner, right click > view layer > set holdout. This is
temporary until we have more general dynamic overrides, but helps
Spring production for now.
2018-07-25 15:59:54 +02:00