New logic of split_faces was leaving mesh in a proper state
from Blender's point of view, but Cycles wanted loop normals
to be "flushed" to vertex normals.
Now we do such a flush from Cycles side again, so we don't
leave bad meshes behind.
Thanks Bastien for assistance here!
The issue seems to be caused by vertex normal being re-calculated
to something else than loop normal, which also caused wrong loop
normals after re-calculation.
For now issue is solved by preserving CD_NORMAL for loops after
split_faces() is finished, so render engine can access original
proper value.
Doesn't currently change anything, but would need for some future
work here.
It uses existing padding in kernel BVH structure, so there is
nothing changed memory-wise.
The issue here was mainly coming from minimal pixel width feature
which is quite commonly enabled in production shots.
This feature will use some probabilistic heuristic in the curve
intersection function to check whether we need to return intersection
or not. This probability is calculated for every intersection check.
Now, when we use multiple BVH nodes for curve primitives we increase
probability of that primitive to be considered a good intersection
for us. This is similar to increasing minimal width of curve.
What is worst here is that change in the intersection probability
fully depends on exact layout of BVH, meaning probability might
change differently depending on a view angle, the way how builder
binned the primitives and such. This makes it impossible to do
simple check like dividing probability by number of BVH steps.
Other solution might have been to split BVH into fully independent
trees, but that will increase memory usage of all the static
objects in the scenes, which is also not something desirable.
For now used most simple but robust approach: store BVH primitives
time and test it in curve intersection functions. This solves the
regression, but has two downsides:
- Uses more memory.
which isn't surprising, and ANY solution to this problem will
use more memory.
What we still have to do is to avoid this memory increase for
cases when we don't use BVH motion steps.
- Reduces number of maximum available textures on pre-kepler cards.
There is not much we can do here, hardware gets old but we need
to move forward on more modern hardware..
Quite simple fix for now which only deals with this case. Maybe we want to do
some "clipping" on image load time so regular textures wouldn't give NaN as
well.
This allows us to use faster math and still have reliable
isnan/isfinite tests.
Only do it for host side, kernels stays unchanged.
Thanks Lukas Stockner for the tip!
Seems CUDA failed to de-duplicate the array across multiple inlined
versions of the shadow_blocked(). Helped it a bit with that now.
Gives about 100MB memory improvement on a scenes after previous
commit and brings up memory "regression" to only 100MB comparing to
the master branch now.
This commit enables record-all behavior of transparent shadows
rays.
Render times difference goes as following:
GTX 1080 render time
BMW -0.5%
Fishy Cat -0.0%
Pabellon Barcelona -11.6%
Classroom +1.2%
Koro -58.6%
Kernel will now use some extra VRAM memory to store the intersection
array (200MB on my configuration). This we can optimize out with some
further commits.
The idea is to record all possible transparent intersections when
shooting transparent ray on GPU (similar to what we were doing on
CPU already).
This avoids need of doing whole ray-to-scene intersections queries
for each intersection and speeds up a lot cases like transparent
hair in the cost of extra memory.
This commit is a base ground for now and this feature is kept
disabled for until some further tweaks.
Now we break the traversal cycle and then perform volume attenuation
and check with zero throughput. Not sure it makes any measurable sense
at this moment, but in the future it might help de-duplicating some
extra logic here.
It is not necessary to add MOTO library dependency when we use
WITH_IK_SOLVER (now it uses Eigen) or we use WITH_MOD_BOOLEAN (it was
used by bsp intern library some time ago but it is not present in the
code anymore).
Reviewers: mont29, sergey
Subscribers: mont29, sergey
Differential Revision: https://developer.blender.org/D2477
We (the Microsoft C++ team) use the Blender project as part of our "Real world code" tests.
I noticed a place in WIN32 specific code (dvpapi.cpp:85) where a string literal is losing
its const-ness when being passed to BLI_dynlib_open(). This is not permitted when using the
/permissive- conformance compiler switch (see our blog
https://blogs.msdn.microsoft.com/vcblog/2016/11/16/permissive-switch/)
My suggested fix is to add const and propagate it where needed. Another possible fix would be
to explicitly cast away the const.
Reviewers: mont29, sergey, LazyDodo
Subscribers: Blendify, sergey, mont29, LazyDodo
Tags: #platform:_windows
Differential Revision: https://developer.blender.org/D2495
The order was wrong from the semantic point of view, caused
by some legacy workarounds in Libmv. Didn't realize it's was
not how things were expected to be used.
This is a speed up option which is mainly useful for viewport. Gives nice speedup in
the barbershop scene of 2x when replacing GI with AO after 2nd bounce without loosing
too much details.
Reviewers: brecht
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D2383
Currently the tests don't run on windows for the following reasons
1) render_graph_finalize has an linking issue due missing a bunch of libraries (not sure why this is not an issue for linux)
2) This one is more interesting, in test/python/cmakelists.txt ${TEST_BLENDER_EXE_BARE} and ${TEST_BLENDER_EXE} are flat out wrong, but for some reason this doesn't matter for most tests, cause ctest will actually go out and look for the executable and fix the path for you *BUT* only for the command, if you use them in any of the parameters it'll happily pass on the wrong path.
3) on linux you can just run a .py file, windows is not as awesome and needs to be told to run it with pyton.
4) had to use the NAME/COMMAND long form of add_test otherwise $<TARGET_FILE:blender> doesn't get expanded, why? beats me.
5) missing idiff.exe for msvc2015/x64 in the libs folder.
This patch addresses 1-4 , but given I have no working Linux build environment, I'm unsure if it'll break anything there
5 has been fixed in rBL61751
Reviewers: juicyfruit, brecht, sergey
Reviewed By: sergey
Subscribers: Blendify
Tags: #cycles, #automated_testing
Differential Revision: https://developer.blender.org/D2367
Blenders baking system currently doesn't support the topology used by
adaptive subdivision and primitive ids will be wrong or out of range
leading to crashes. Updating the baking system to support other
topologies would be a bit involved, so for now we simply disable
subdivision while baking to avoid crashes.