Commit Graph

319 Commits

Author SHA1 Message Date
33d609144e Cycles: normal maps are now backwards compatible again after recent fix, with
a separate Blender Object/World Space that is compatible with Blender render
baking and uses the YZ flipping convention.
2013-05-28 14:24:03 +00:00
99b325cebf Cycles / Toon BSDF:
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. 
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon

Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
2013-05-23 17:45:20 +00:00
3758193c18 Cycles / Wireframe node:
* Added a wireframe node (Input category) to get access to Mesh wireframe data. 
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size. 
* Only the triangulated mesh is available now, quads is for later. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe

Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
2013-05-20 15:58:37 +00:00
38dc85f296 Math Node:
* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
2013-05-20 14:38:47 +00:00
75e36650e3 Code cleanup / Cycles:
* Simplify shaperadius() function a bit to avoid castings.
* Style cleanup 1.f -> 1.0f, to follow rest of Cycles code.
2013-05-18 11:04:29 +00:00
11707119de Cycles:
* Code cleanup, remove unused "resolution" variable from the DeviceTask class, was never used.
2013-05-14 21:18:20 +00:00
7636aeffe1 Cycles / Math:
* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
2013-05-12 14:13:29 +00:00
eaa6479ae3 Cycles: bump node changes to add a Distance input that controls the overall displacement
distance, and an Invert option to invert the bump effect.
2013-05-10 16:57:17 +00:00
8e9b6daa8e Fix for recent bugfix with anisotropic node crash, could do invalid memory access. 2013-05-10 15:10:54 +00:00
34d7392297 Fix #35282: cycles color ramp set to constant interpolation did not work well. 2013-05-10 11:44:24 +00:00
e46551246c Fix #35272: cycles GPU crash with anisotropic shader in group node.
Problem was that due to group proxy node the anisotropic node did not detect
early enough that it needs generated texture coordinate data to generate the
tangent. Now the proxy nodes are removed earlier.
2013-05-10 11:31:57 +00:00
ba55f2da64 Cycles:
* Change some if / else if conditions to switch / case.
2013-05-09 15:20:00 +00:00
602a7f77c6 Cycles / Filter functions:
* Avoid some variable castings here to save some calculations.
2013-05-09 14:37:32 +00:00
13bcf0c104 Cycles:
* Remove unused film_response table code.
2013-05-09 14:21:36 +00:00
ce40e7fe27 Cycles / OSL:
* Remove custom template from r52885, not needed anymore as OSL 1.3 is a requirement and we do not use a custom branch anymore.
2013-05-09 14:13:43 +00:00
01dc4b034f Cycles / Tile Rendering:
* Code refactor of tile ordering to simplify the code and avoid some branching. 
* Changed the Center method, so it really follows center -> corners, instead of the BI method, which was confusing sometimes.
2013-05-08 19:49:09 +00:00
3e763d7e4d Fix #35246: cycles has no simple way to combine bump and normal mapping. Now
the Bump node has a Normal input, so you can chain it after a Normal Map node.
Note that normal mapping always has to be done first because it is tied to the
particular mesh surface and tangents.
2013-05-08 13:23:13 +00:00
ac849f98f5 Fix #35102: crash with experimental cycles displacement feature due to
uninitialized memory usage.
2013-04-27 02:54:24 +00:00
dee74c299f Attempt to fix #35041 and #34725: cycles crash with OSL and both a 3D viewport
and preview running at the same time.

It seems there's something in OSL/LLVM that's not thread safe, but I couldn't
figure out what exactly. Now all renders share the same OSL ShadingSystem which
should avoid the problem.
2013-04-22 14:27:12 +00:00
ed1a08382f Cycles: code refactoring to deduplicate the various BVH traversal variations.
Now there is a single BVH traversal code with #ifdefs for various features.
At runtime it will then select the appropriate variation to use depending if
instancing, hair or motion blur is in use.

This makes scenes without hair render a bit faster, especially after the
minimum width feature was added. It's not the most beautiful code, but we can't
use c++ templates and there were already 4 copies, adding 4 more to handle the
hair case separately would be too much.
2013-04-17 20:07:22 +00:00
cf0e457e52 Fix #35004: fireflies with .tif image in cycles, try to avoid extreme values when
openimageio can't detect premul/straight alpha correct.
2013-04-17 14:47:58 +00:00
8c246ddb99 Cycles Hair: Corrected own stochastic hair rng mistake and removed an unnecessary padding variable
- Corrected the Sobol dimension and removed a pad variable in Curve Struct.
2013-04-17 11:27:56 +00:00
638b084f82 Cycles Hair: Strand Minimum Pixel Size
Code is added to restrict the pixel size of strands in cycles. It works best with ribbon primitives and a preset for these is included. It uses distance dependent expansion of the strands and then stochastic strand removal to give a fading. To prevent a slowdown for triangle mesh objects in the BVH an extra visibility flag has been added. It is also only applied for camera rays.

The strand width settings are also changed, so that the particle size is not included in the width calculation. Instead there is a separate particle system parameter for width scaling.
2013-04-15 21:38:31 +00:00
77a78658ea Cycles / Non-Progressive integrator:
* Subsurface samples were not taken into account for the Sobol directions table.
2013-04-14 19:22:12 +00:00
34707c19f2 Fix 34764: cycles issue rendering instanced mesh with NaN coordinates. 2013-04-09 20:48:53 +00:00
7404c1a553 Fix another part of #34877: cycles progress status text not showing correct with
per render layer samples in addition to the progress bar.

Also fixed job progress bar not working at all on high DPI / retina, was so small
the actual progress was not visible.
2013-04-05 17:57:26 +00:00
5e0cdd6473 Code cleanup / Cycles / Object Attributes:
* Change some long "else if" conditions into switch case.
2013-04-05 17:03:59 +00:00
c77f46d2dd Fix #34601: cycles OSL crash when using preview render and viewport render at
the same time, due to shared texture cache system.
2013-04-04 23:48:07 +00:00
5ac6e1ae84 Fix #34833: crash using SSS node on windows, invalid memory access when building lookup table. 2013-04-02 13:34:50 +00:00
de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00
40b05d364e Cycles: code refactoring to add generic lookup table memory. 2013-04-01 20:26:43 +00:00
2c58e96685 Cycles / Shader Graph optimization:
* Unnecessary shader inputs inside the Mix Shader are now ignored, in case the factor is 0.0 / 1.0 and not connected. 
This way we save some render time for complex node graphs. 

Example: http://www.pasteall.org/pic/show.php?id=48226
Check the Mix Shader at the end: In this case, Cycles will now avoid the complete huge shader tree, and only calculate the Diffuse Shader.
Rendertime decreased from 1:50 min to 1:20 min on CPU. GPU rendering benefits as well from this. 

This only affects SVM, OSL was already doing these optimizations.
2013-03-31 01:18:10 +00:00
535253cad0 Cycles / SunSky:
* Use already calculated theta^2 for theta^3 calculation.
2013-03-27 19:44:25 +00:00
349c5ecc95 Cycles:
* Avoid an unnecessary condition in light.cpp, (totarea > 0.0f) is always true inside the "if(kintegrator->use_direct_light)" branch.
2013-03-23 10:11:29 +00:00
6cdce15c3b Hopefully blender will compile with strict flags again. 2013-03-18 19:27:31 +00:00
Lukas Toenne
4638e5f99a Merge of the PyNodes branch (aka "custom nodes") into trunk.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.

=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.

Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].

=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].

The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.

[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
0f91a283d4 Fix #34421: cycles viewport render stuck with no objects in the scene. 2013-02-26 17:06:05 +00:00
4c287f1d4d Fix shadow pass issue with non-progressive render shadow pass with emitting
meshes and world MIS.
2013-02-20 12:10:05 +00:00
b94993941f Fix #34252: cycles rendering 16bit PNG with too light colors. 2013-02-14 21:40:29 +00:00
cb75d64f7d Cycles:
* Compile fix when building without OSL.
2013-02-14 19:30:25 +00:00
e0ca72735d Further fix for #34121: OSL + persistent images could crash in some cases still. 2013-02-14 16:48:43 +00:00
adbd84c320 Fix #34121: OSL + persistent images option was not freeing shader memory properly,
causing memory to increase continuously during animation render.
2013-02-14 16:11:47 +00:00
909d64079a Fix #34226: cycles shadow pass got incorrectly influenced by world multiple
importance sampleing.
2013-02-13 16:46:18 +00:00
ae385fb61c Correction for fix #34205: Zooming in rendered mode during update out of sync with intended zoom
Didn't initially notice one possibility when GPU render would fail here,
2013-02-13 07:50:41 +00:00
45c70acd27 Fix some (quite harmless) use of uninitialized memory reported by valgrind. 2013-02-12 13:48:04 +00:00
b3b9931276 Fix #34205: Cycles: Zooming in rendered mode during update out of sync with intended zoom
Made sure no pause_cond.wait() happens at the same time as session as resetting.
2013-02-12 13:06:52 +00:00
9307565269 Attempted fix for issue with latest CUDA kernel for 32 bit windows/linux/mac,
there seems to be some sort of compiler bug in CUDA toolkit 4.2, uninlining a
few functions seems to avoid it.
2013-02-11 22:41:11 +00:00
d686b1c20f Fix small memory leak in cycles tile render, a few bytes for each tile.
Reported by "aquo" on IRC.
2013-02-06 21:32:34 +00:00
296444e1dc style cleanup: some warnigs & spelling. 2013-02-06 14:02:19 +00:00
35e89d9cfc Cycles Hair: Fixed hair shape and inclusion of multiple attributes for triangle primitives
When using triangle primitives this fix enables 'closed tip'. 

UVs and vertex colours are added when using triangle primitives for hair.

Two new preset modes have also been included to allow easy access to curves and triangle planes.
2013-02-02 01:49:57 +00:00