Recent changes to kernel broke compilation of the kernels again, need some
other kind of solution for this issue.
Don't have much time for this currently, but will be addressed before the
release.
Meanwhile it's better to have some buildbot builds instead of totally failing
one.
This is an alternate fix for T40964 which resolves bad handling of
caustics reported in T45609.
There were too much transmission rays being discarded by the original
fix, which caused by caustic light being totally disabled. There is
still some room for investigation why exactly original paper didn't
work that well, could be caused by the way how the pdf is calculated.
In any case current results seems rather correct now.
* Did not check data2, this partially fixes T45583.
* Initialize data2 in some closures to avoid potential problems.
Differential Revision: https://developer.blender.org/D1436
Clipping wasn't working totally correct, need to check original coordinates,
not the integer ones,
Now CPU gives the same exact results for both SVM and OSL, CUDA is still doing
something crazy with edges.
Currently only two mappings are supported by API, which is Repeat (old behavior)
and new Clip behavior. Internally this extension is being converted to periodic
flag which was already supported but wasn't exposed.
There's no support for OpenCL yet because of the way how we pack images into a
single texture.
Those settings are not exposed to UI or anywhere else and there should be no
functional changes so far.
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 of this node is to sampling of 3D voxels at a given coordinate
supporting different mapping strategies (world space mapping, object
local space etc).
Currently not in use, it's a preparation step for supporting point density
textures.
Turning on importance sampling on area lights increases noise on diffuse
surfaces. This was caused by PDF calculated for an intersected point on
light instead of original light position.
Patch by Stefan with some own modifications.
Requires having latest El Capitan beta 3 OSX due to ome crucial fixes made in the
compiler. Supports same features as NVidia OpenCL apart from CMJ (there's no
experimental feature set support in megakernel yet).
Uses megakernel internally, which works much better than the split kernel. Split
kernel is not supported on OSX still, needs to be investigated still.
Some more details can be found there:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/OpenCL#AMD_on_OSX
This gives quite the same problems as experimental CUDA kernels
and for until it's found a root cause of the problem we'd just
explicitly uninline the function.
The main loop only handles transparent intersections from the camera ray.
Therefore we can simplify some things.
* Avoid PATH_RAY_CAMERA check, this is always true.
* Avoid path_state_next() call, we can just set transparent flag and increase transparent bounces. This way we avoid the function call and some branching.
Also remove debug num_ray_bounces++, this is incorrect here as no indirect bounce happens here.
Should be no functional changes.
Code there started becoming a bit too big, by splitting it up it'll make it
easier to do improvements or extending the features in there.
The layout is not totally final yet, would need to try de-duplicating parts
of code from split kernel with non-split integrators,
Older OSX has major issues with sincos() function, it's likely a big in OSL
or LLVM. For until we've updated to new versions of this libraries we'll use
a workaround to prevent possible crashes on all the platforms.
Shouldn't be that bad because it's mainly used for anisotropic shader where
angle is usually constant.
This fix is safe for inclusion into final Blender 2.75 release.
Glass BSDF was doing some magic with copying weigths from initial closure
onto refraction one and the code was not checking properly for the number
of closures.
TODO: We might want to refactor debug passes into PASS_DEBUG and some
debug_type (similar to Blender's side passes) to avoid issue of running
out of bits.
They're working just fine on AMD Tonga GPU and probably other architectures,
lets enable it under the experimental feature set and see what exact system
configuration gives issues.
This simplification is safe, as the call to volume_phase_eval() is guarded behind a CLOSURE_IS_PHASE check, which is equal to
CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID. I don't think we will add more phase functions anytime soon, if at all.
Quite straightforward implementation, but still needs some work for the split
kernel. Includes both regular and split kernel implementation for that.
The pass is not exposed to the interface yet because it's currently not really
easy to have same pass listed in the menu multiple times.
This features are now based on the scene settings, so scenes without those features
used are rendered even faster.
This gives about 30% speedup on the AMD A10 APU here, but at the same time it does
not mean such an improvement will happen on all the hardware. That being said, the
Tonga device here seems to have no measurable difference.
In any case it seems handy to have for the future, when we'll want to support SSS
in the kernel or to port selective compilation/split kernel to CUDA devices.
This will help figuring out cases when node was not properly handled by the SVM
by aborting execution on CPU, where all the nodes are expected to be supported.
This commits finishes initial selective nodes compilation into kernel, which
helps a lot performance-wise for AMD OpenCL kernels.
Split by node groups is based on statistics from simple scenes like BMW and
more complex scenes like mango and gooseberry production files. Further
tweaks are always possible, but it should be a good starting point.
TODO: Still need to ignore unused nodes when calculating requested shader
features.
Like Camera Motion, only available in the Experimental kernel.
This should be it for the upcoming release, we now support almost everything, apart from Transparent Shadows, SSS and Volume.
Same as last commit, code is unused and this one actually would have required some fixes,
as these variants output values outside the 0-1 value range, which doesn't fit Cycles shader design.