The planar reflections being rendered at the same resolution as the HiZ max
buffer, do not need any uv correction during raytracing.
However, the GTAO horizon buffer being at output resolution do need the
uv factors in order to match the pixels visible on screen. To avoid many
complication, we increase the size of the GTAO texture up to the hiz buffer
size. This way, if planar reflections need GTAO the texture is big enough.
We change the viewport of the GTAO framebuffer for the main view in order
to not have to modify Uvs in many places.
Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair.
Reviewed By: #eevee_viewport, brecht
Differential Revision: https://developer.blender.org/D10481
Up lower clamp on spec_angle to prevent NaN from being generated on intel GPUs at low roughness.
Fixes T88754
Reviewed By: fclem
Maniphest Tasks: T88754
Differential Revision: https://developer.blender.org/D12508
The issue was caused by `textureSize()` returning the size of the level 0
even when the min texture level is higher than 0.
Using a uniform to pass the correct size fixes the issue.
This issue also affected the downsampling of radiance for reflections and
refractions.
This does not affect anything other than the recusive downsampling shaders.
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.
Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.
Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycleshttps://wiki.blender.org/wiki/Source/Render/Cycles
Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)
For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.
Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
EEVEE uses hashing to sync aov names and types with the gpu.
For the type a hashed value was overridden making `decalA`
and `decalB` choose the same hash. This patches fixes this
by removing the most significant bit.
EEVEE uses hashing to sync aov names and types with the gpu. For the type a hashed value was overridden making `decalA` and `decalB` choose the same hash. This patches fixes this by removing the most significant bit.
This was caused by unsafe sqrt calls.
Fixes T86578 white artifacts in EEVEE
Reviewed By: brecht, dfelinto
Differential Revision: https://developer.blender.org/D11428
Both before and after can have artifacts with some normal maps, but this seems to give
worse artifacts on average which are not worth the minor performance increase.
This reverts commit 5c4d24e1fd.
Ref T88368, D10084
This commit allows that the evaluated geometry of an object has
different materials from the original geometry. This is needed
for geometry nodes.
The main thing that changes for render engines and exporters
is that the number of material slots on an object and its geometry
might not match anymore. For original data, the slot counts are
still equal, but not for evaluated data.
Accessing material slots though rna stays the same. The behavior
adapts automatically depending on whether the object is evaluated.
When accessing materials of an object through `BKE_object_material_*`
one has to use a new api for evaluated objects:
`BKE_object_material_get_eval` and `BKE_object_material_count_eval`.
In the future, the different behavior might be hidden behind a more
general C api, but that would require quite a few more changes.
The ground truth for the number of materials is the number of materials
on the geometry now. This is important in the current design, because
Eevee needs to know the number of materials just based on the mesh in
`mesh_render_mat_len_get` and similar places.
In a few places I had to add a special case for mesh edit mode to get it
to work properly. This is unfortunate, but I don't see a way around that
for now.
Differential Revision: https://developer.blender.org/D11236
This was a bug uncovered by rB50782df42586.
Previously, the lightcache was always discarded between redraw and forced
to be updated again.
Now we check for update inside the render loop making it compatible with
accumulation motion blur and long exposure.
This was caused by the slight focus gather not being wide enough
for small radii. Now the cast to int will properly round the radius to
the nearest integer.
This is related to T86244 Black Artefacts in EEVEE on Transparent BSDF
This was caused by the bokeh LUT being sampled outside the valid range.
But `texelFetch` is only valid if the sample actually exists. This lead to
undefined behavior.
The fix is to increase `DOF_MAX_SLIGHT_FOCUS_RADIUS` (which just offsets the
LUT along the X=Y axis) to avoid any sample outside the defined range.
This was caused by the drivers not optimizing the shader enough to remove
the samplers and data used by closure eval. Removing the lighting loops
from the depth shader fixes the perf regression.
When a scene uses cryptomatte the viewport rendering would lead to a
memory leak. The reason was that all image renders (viewport+final)
activated cryptomatte. But is only used for final rendering.
This patch only activates cryptomatte when doing final rendering.
This artifact was already present in previous version but was hidden
by the faulty SSS scale.
The issue comes from the translucence using the geometric normal
(computed using fragment shader derivative) leading to poor precision at
depth discontinuity.
Replacing using the same geometric normal reconstruction as the ambient
occlusion pass removes most of the issue.
This was caused by the SSR option resetting the accumulation. But the
render passes were only cleared in the init phase. This means that
when SSR was resetting the taa_render_sample the actual renderpasses
would still contains 1 sample. This means the renderpasses were always
divided by the wrong number of samples.
The fix is to clear just before accumulation if the sample is 1.
The fact that it works for motion blur is kind of a blessing. This is
because we check stl->effects->ssr_was_valid_double_buffer before
resetting the sampling. So this only happens on the first motion step
and does not affect the rest of the rendering.
Reviewed by: jbakker
Differential Revision: https://developer.blender.org/D11033
This was caused by the new depsgraph persistence.
The GPUbatches we got from the cache being the same for each frame
means that we need to be more careful about cleanning the additional
VBOs references.
Moving the `EEVEE_motion_blur_swap_data` function call at the end of
the loop makes sure the references are cleaned.
In cases where the same node tree is used in different materials with
small changes, the wrong material could be selected.
Cause: Hair shaders GPU resources weren't updated and used the previous bound data.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11036
This was caused by the closure refactor. The radiance being masked
for SSR, we need to not enable SSR when trying to render the specular
color pass.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11028