Commit Graph

80 Commits

Author SHA1 Message Date
aae2cea28d Cycles: Also support the constant emission speedup for mesh lights
Reviewers: brecht, sergey, dingto, juicyfruit

Differential Revision: https://developer.blender.org/D2220
2016-09-14 18:53:35 +02:00
013b46d6bd Cycles: Replace object index hack with actual checks for SD_TRANSFORM_APPLIED
Using ones complement for detecting if transform has been applied was confusing
and led to several bugs. With this proper checks are made.

Also added a few transforms where they were missing, mostly affecting baking
and displacement when `P` is used in the shader (previously `P` was in the
wrong space for these shaders)

Also removed `TIME_INVALID` as this may have resulted in incorrect
transforms in some cases.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2192
2016-09-11 13:49:05 -04:00
1558f5b660 Cycles: Don't run full shader evaluation for constant emission lamps
Most of the time, Lamps in Cycles are just a constant emission closure, no texturing etc. Therefore, running a full shader evaluation is wasteful.
To avoid that, Cycles now detects these constant emission shaders and stores their value in the lamp data along with a flag in the shader.
Then, at runtime, if this flag is set, the lamp code just uses this value and only runs the full shader evaluation if it is neccessary.

In scenes with a lot of lamps and with "Sample all direct/indirect" enabled, this saves up to 20% of rendering time in my tests.

Reviewers: #cycles

Differential Revision: https://developer.blender.org/D2193
2016-09-09 01:39:09 +02:00
b399a6d33f Fix T49180: Cycles MIS Map for Animated Environment Texture Movie Doesn't Update on Frame Change
Not really ideal fix at all, but we are at RC today, so better to play really safe.
2016-09-02 09:58:41 +02:00
285e082a77 Fix T49010: Portals don't work in recent Blender versions 2016-08-03 12:38:25 +02:00
df00529648 Cycles: Fix missing mesh flags update when tweaking shaders
This is a bit weak, but better than tagging whole mesh manager for update.

Maybe we'll solve such dual-look up in the future.

This commit finally solves T48963: Noise when changing Diffuse node to Emission node
2016-07-28 12:37:44 +02:00
d3d1313ca4 Cycles: De-duplicate more checks around light emisive meshes
Once again, should be no functional changes.
2016-07-28 12:28:31 +02:00
87717c6449 Cycles: De-duplicate check for MIS shaders in meshes
Should be no functional changes.
2016-07-28 12:27:05 +02:00
aaac4e965e Cycles: Add some extra logging for light debugging 2016-07-28 12:13:11 +02:00
b645e7081d Fix T48790: Cycles render bug with zero strength lights. 2016-07-27 23:09:38 +02:00
c96a4c8a2a Code refactor: modify mesh storage to use arrays rather than vectors, separate some arrays.
Differential Revision: https://developer.blender.org/D2016
2016-05-28 18:31:00 +02:00
9b9921b765 Code refactor: nodify Cycles shader and lights.
Differential Revision: https://developer.blender.org/D2016
2016-05-22 17:29:25 +02:00
6f29dbd045 Fix issue in with multiple importance sampling in recent code refactor. 2016-05-18 01:51:30 +02:00
0e8cd14dfe Code refactor: use shader pointers rather than shader indexes. 2016-05-17 21:39:16 +02:00
d2cb0f955b Cycles: Reduce verbosity of logging
Mainly makes logging less verbose when doing progressive sampling in viewport.

Such kind of verbosity is not really possible to be filtered out with `grep`
so let's reshuffle few lines of code.
2016-04-22 10:55:26 +02:00
578f70f288 Cycles: Fix access uninitialized light after recent refactor/fixes 2016-02-07 06:20:06 +05:00
e360080a04 Cycles: Refactor the way how we exclude light from the device
This unifies things around ignoring light due to lack of scene
contribution or due to other optimization tricks.
2016-02-07 02:21:38 +05:00
c502114ee1 Cycles: Solve issues with auto-disabled MIS
There were two issues:

1. Memory leak: std:;erase does not call delete on the
   pointer (which is actually a good idea),

2. After MIS was disabled in viewport render there was
   no way to bring MIS back.

Now instead of removing light from the scene data we
kind of tagging it for an ignore. Possible cleanup
would be to add Light::is_enabled and use that instead
of passing weird and wonderful function arguments.
2016-02-06 20:43:44 +01:00
469447f707 Cycles: Auto disable World MIS, if we only use a simple color.
When World MIS is enabled by the user, we now check if we actually need it.
In case of a simple node setup (no procedurals, no HDRs..) we auto disable MIS internally to save render time.

This change is important for upcoming default changes.
2016-02-05 22:13:51 +01:00
e245a57640 Fix T45227: Light optimization commit broke world MIS 2015-06-28 20:47:35 +02:00
9260c0c2ba Cycles: Ignore light which has no contribution to the scene
This commit makes it so light which has zero energy or doesn't has
emission shader at all is being ignored by the path tracing.
2015-06-27 15:13:08 +02:00
ddeb8c595f Cleanup: Fix a typo in world MIS.
Found by Lukas Stockner, thanks!
2015-06-26 21:36:28 +02:00
0e80eb82e0 Cycles: Resize light_data after possible light removal. 2015-05-14 01:13:40 +02:00
f478c2cfbd Cycles: Added support for light portals
This patch adds support for light portals: objects that help sampling the
environment light, therefore improving convergence. Using them tor other
lights in a unidirectional pathtracer is virtually useless.

The sampling is done with the area-preserving code already used for area lamps.
MIS is used both for combination of different portals and for combining portal-
and envmap-sampling.

The direction of portals is considered, they aren't used if the sampling point
is behind them.

Reviewers: sergey, dingto, #cycles

Reviewed By: dingto, #cycles

Subscribers: Lapineige, nutel, jtheninja, dsisco11, januz, vitorbalbio, candreacchio, TARDISMaker, lichtwerk, ace_dragon, marcog, mib2berlin, Tunge, lopataasdf, lordodin, sergey, dingto

Differential Revision: https://developer.blender.org/D1133
2015-04-28 01:30:16 +05:00
2f5dd83759 Cycles: Add some statistics logging
Covers number of entities in the scene (objects, meshes etc), also reports
sizes of textures being allocated.
2015-04-10 15:37:49 +05:00
585dd26120 Cycles: Code cleanup, prepare for strict C++ flags 2015-03-27 18:23:31 +05:00
60df4d10ff Fix T43999: MIS for environment broken after multi-threading commit
Typo in task start row calculation.
2015-03-16 13:31:27 +05:00
cdb47b9dfc Cycles: Make Background MIS building threaded
Use multiple threads for building the MIS table, if the
resolution is higher than 512.
Also replace division by cdf_total, with a inverse multiplication by
cdf_total_inv. This gives further speedup.

On my Macbook (8 CPU threads) this improves the time to build the table:
Resolution 4096: From 0.16s to 0.03s
Resolution 8096: From 0.61s to 0.11s

This especially helps to reduce the scene update time, when tweaking world
shader while viewport rendering is running.

Patch by Sergey and myself.

Differential Revision: https://developer.blender.org/D1159
2015-03-12 13:50:11 +01:00
0f652501c7 Cycles: Reduce memory used by background light update
Simple change: just get rid of intermediate data a bit earlier, before
final pixels array is being allocated. This gives around 30% of memory
save during light update (this is about 60meg in the frank sheep file
i'm using here).

This isn't really visible by artists a lot, because actual spike happens
on BVH construction. But it doesn't mean we shouldn't be accurate with
memory usage in other areas.
2015-02-19 18:18:04 +05:00
ee36e75b85 Cleanup: Fix Cycles Apache header.
This was already mixed a bit, but the dot belongs there.
2014-12-25 02:50:24 +01:00
7b873b0662 Add safe_normalize to cycles, avoid checking length first
This won't give any big speedup,
just avoids redundant sqrtf and may be useful in future.

Differential Revision: https://developer.blender.org/D880
2014-11-08 13:37:42 +01:00
fb820c0638 Cycles: Add "Max Bounce" control for lamps
With this setting, we can limit the influence of a lamp to a certain amount of bounces.
0 = Only direct light contribution
1 = 1 light bounce
...

Differential revision: https://developer.blender.org/D860

You can find an example render in the release logs: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
2014-11-05 22:49:09 +01:00
cdd1d5a93c Cycles: Initial support for volume ray visibility.
This adds a new "Volume Scatter" option to the "Ray Visibility" panels and can be used to e.g. exclude lamps from having an influence on the volume. See release logs for an example: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Cycles

Differential revision: https://developer.blender.org/D771
2014-09-05 16:17:39 +02:00
2e5e1e2028 Fix T41267: Wrong light distribution with when having objects with motion blur 2014-08-21 17:57:02 +06:00
e4e58d4612 Fix T40370: cycles CUDA baking timeout with high number of AA samples.
Now baking does one AA sample at a time, just like final render. There is
also some code for shader antialiasing that solves T40369 but it is disabled
for now because there may be unpredictable side effects.
2014-06-06 15:39:04 +02:00
0075efc4d2 Fix T40306: cycles baking not distributing work among CPU cores well. 2014-05-26 13:51:11 +02:00
f3dd6b8df2 Cleanup: Some else if for attribute code. 2014-05-12 10:21:13 +02:00
Dalai Felinto
eec3eaba08 Cycles Bake
Expand Cycles to use the new baking API in Blender.

It works on the selected object, and the panel can be accessed in the Render panel (similar to where it is for the Blender Internal).

It bakes for the active texture of each material of the object. The active texture is currently defined as the active Image Texture node present in the material nodetree. If you don't want the baking to override an existent material, make sure the active Image Texture node is not connected to the nodetree. The active texture is also the texture shown in the viewport in the rendered mode.

Remember to save your images after the baking is complete.

Note: Bake currently only works in the CPU
Note: This is not supported by Cycles standalone because a lot of the work is done in Blender as part of the operator only, not the engine (Cycles).

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake

Supported Passes:
-----------------
Data Passes
 * Normal
 * UV
 * Diffuse/Glossy/Transmission/Subsurface/Emit Color

Light Passes
 * AO
 * Combined
 * Shadow
 * Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect
 * Environment

Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge

Original design by Brecht van Lommel.

The entire commit history can be found on the branch: bake-cycles
2014-05-02 21:19:09 -03:00
9270aa9278 Cleanup: Remove unused variables. 2014-05-02 01:27:10 +02:00
6020d00990 Cycles: add support for mesh deformation motion blur. 2014-03-29 13:03:47 +01:00
41d1675053 Cycles code refactor: move more geometry code into per primitive files. 2014-03-29 13:03:45 +01:00
b9ce231060 Cycles: relicense GNU GPL source code to Apache version 2.0.
More information in this post:
http://code.blender.org/

Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
d01fbce3bb Fix #36380: cycles render error with sun lamp that has object scale 0,0,0. 2013-08-05 14:22:07 +00:00
08dc76b1ec Fix a few issues found by coverity code scan in cycles code, nothing that caused
an actual bug as far as I can tell.
2013-07-14 13:19:57 +00:00
65cbcde831 Fix cycles world ray visibility not working correct with multiple importance
sampling.
2013-07-02 21:03:16 +00:00
2e3035dd80 Cycles OpenCL: make displacement and world importance sampling work. 2013-06-21 13:05:08 +00:00
9131adca9f Cycles: add "Transparent Shadow" option for materials, to disable them per material. 2013-06-18 09:36:00 +00:00
0a54311450 Fix #35672: missing update when changing light ray visibility during viewport render. 2013-06-08 13:43:38 +00:00
58a290234b Cycles: ray visibility options now work for lamps and mesh lights, with and without
multiple importance sampling, so you can disable them for diffuse/glossy/transmission.

The Light Path node here is still weak and does not give this info. To make that
work we'd need to evaluate the shader multiple times which is slow and we can't
detect well enough when it is actually needed.
2013-06-07 18:59:23 +00:00
9e4914e055 Cycles:
* Revert r57203 (len() renaming)
There seems to be a problem with nVidia OpenCL after this and I haven't figured out the real cause yet. 
Better to selectively enable native length() later, after figuring out what's wrong. 

This fixes [#35612].
2013-06-04 17:20:00 +00:00