Commit Graph

312 Commits

Author SHA1 Message Date
48997d2e40 Cycles: Cleanup, style 2016-10-24 12:26:12 +02:00
40eedd5df9 Cycles: implement partial constant folding for exponentiation.
This is also an important mathematical operation that can be folded
if it is known that one argument is a certain constant. For colors
the operation is provided as a Gamma node.

The SVM Gamma node needs a small fix to make it follow the 0 ^ 0 == 1
rule, same as the Power node, or the Gamma node itself in OSL mode.

Reviewers: #cycles

Differential Revision: https://developer.blender.org/D2263
2016-10-01 14:37:03 +03:00
92a2c49aab Cycles: Fix bump mapping to use object space when used with true displacement
Bump mapping was happening in world space while displacement happens in object
space, causing shading errors when displacement type was used with bump mapping.

To fix this the proper transforms are added to bump nodes. This is only done
for automatic bump mapping however, to avoid visual changes from other uses of
bump mapping. It would be nice to do this for all bump mapping to be consistent
but that will have to wait till we can break compatibility.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2191
2016-09-11 11:20:21 -04:00
eb2ee7212e Fix T49136: full constant Curves with zero Fac input crashes in assert.
The if branches were reordered when the original patch was
committed, which broke the implicit non-NULL guarantee on link.

To prevent re-occurrence, add a couple of unit tests.
2016-08-22 11:11:45 +03:00
e54320c488 Cycles: add folding for redundant A to B to A conversions.
As a result of other folding simplifications it may happen that
two type conversion nodes end up directly connected. In some
cases it may be possible to then remove both. A realistic case
might be an optimized out Mix RGB node used to blend vectors.

It seems it's safe to optimize when B is a float3 type
(color, vector), and A is float3 or float.

Reviewers: #cycles, sergey

Reviewed By: #cycles, sergey

Subscribers: sergey

Differential Revision: https://developer.blender.org/D2134
2016-08-02 18:41:15 +03:00
1776f75c3b Cycles: constant fold add/mul type nodes with known 0 and 1 arguments.
These values often either turn the node into a no-op, or even make it
evaluate to 0 no matter what the other input value is, thus allowing
deletion of a branch of the node graph that otherwise is not constant.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2085
2016-07-31 02:34:34 +02:00
ea2ebf7a00 Cycles: constant folding for RGB/Vector Curves and Color Ramp.
These are complex nodes, and it's conceivable they may end up constant
in some circumstances within node groups, so folding support is useful.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2084
2016-07-31 02:18:23 +02:00
e30f9b04fc Fix use of uninitialized variable in Cycles, mostly harmless. 2016-07-29 03:29:02 +02:00
183874841b Cycles: Some minor tweaks to emission sharder
- Nodification of shader nodes changed default strength from 10 to 1.
  If that was intentional, IMO should happen as a separate commit.

- Fixed indentation.
2016-07-27 14:05:22 +02:00
1c6b8c6675 Fix Cycles OSL script node not working in shader using bump, after node type refactoring. 2016-07-21 02:56:17 +02:00
5234e9ddd3 Cycles: add ConstantFolder class for constant folding boilerplate.
Reviewed By: brecht, sergey

Differential Revision: https://developer.blender.org/D2089
2016-07-18 22:54:30 +02:00
71bbf0e1b5 Code cleanup: show unused arguments names for ShaderNode::constant_fold. 2016-07-14 22:59:44 +02:00
8cc123a387 Fix T48783: OSL render errors after recent refactoring. 2016-07-03 13:08:21 +02:00
9f5621bb4a Cleanup: comment blocks 2016-07-02 10:08:33 +10:00
23c276832b Cycles: Add multi-scattering, energy-conserving GGX as an option to the Glossy, Anisotropic and Glass BSDFs
This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".

Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.

In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.

The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.

Reviewers: dingto, #cycles, brecht

Reviewed By: dingto, #cycles, brecht

Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel

Differential Revision: https://developer.blender.org/D2002
2016-06-23 22:57:26 +02:00
73cfbb0ab9 Cycles: Fix crash with Environment Texture and OSL
In the OSL node compilation code for the Environment Texture, is_linear was used as a socket.
However, there was no socket for it, which caused Blender to crash.
Adding a socket doesn't really make sense since it's an internal value and not a parameter
of the node, so it now just uses the variable directly.
2016-06-22 16:12:40 +02:00
93c6cf496e Cycles: Deduplicate Vector and RGB Curve nodes
Since most of the code for these two nodes was identical, this commit
now instead uses a common base class that implements all the functionality.
2016-06-21 00:19:51 +02:00
f7bada00a7 Cycles: add constant folding for more color operation nodes.
Invert, brightness & constrast, separate/combine and Mix RGB blend modes
and clamping.
2016-06-19 20:17:28 +02:00
34a42788e7 Code refactor: small code simplification for Cycles constant folding. 2016-06-19 20:17:27 +02:00
c87f7865b2 Fix Cycles OSL image texture issue after recent refactor. 2016-06-19 20:17:26 +02:00
7da189b4e8 Fix broken combine XYZ node after recent refactoring. 2016-06-18 22:37:18 +02:00
d67c07ea49 Fix T48671: Cycles crash with OSL nodes and bump after recent refactoring. 2016-06-18 12:32:40 +02:00
f0c7a2a25c Fix T48657: Incorrect render with Cycles (CPU) using texture
The sockets of the RGB to BW node were set to the wrong type after the recent node refactor.
2016-06-17 05:20:47 +02:00
f87611622d Fix typo in variable name as well. 2016-06-13 14:08:06 +02:00
2566652ae6 Cycles: fixed a typo that would crash shaders that use the "Is Diffuse Ray" output of the LightPath node 2016-06-13 13:33:56 +02:00
24d53f79b2 Fix Cycles debug build assert on some platforms, tighten checks to avoid this in the future. 2016-06-12 17:35:15 +02:00
1cd3676d4d Cleanup, remove unneeded variable. 2016-06-12 00:01:57 +02:00
324bed3843 Fix compiler warning for unused variables. 2016-06-11 23:58:12 +02:00
ebdd2e0b6d Cycles: make shader node enums consistently lower case, update OSL shaders accordingly. 2016-06-11 23:50:11 +02:00
5b061ddf1e Fix Gradient Texture and OSL after refactor. 2016-06-11 21:40:00 +02:00
42aec3b355 Cycles: nodify shader nodes
Differential Revision: https://developer.blender.org/D2038
2016-06-11 20:32:24 +02:00
234801c8dc Fix T48587, constant fold should only be done for Mix Type. 2016-06-04 21:39:07 +02:00
11b0874db0 Code refactor: store ShaderNode enums as enum rather than ustring. 2016-05-29 20:30:16 +02:00
a70a435f28 Code refactor: centralize OSL node creation in shader manager. 2016-05-29 20:30:16 +02:00
af073e149b Code refactor: pass ShaderInput to constant_fold, so it supports arbitrary types. 2016-05-29 20:30:16 +02:00
9bd2820aaf Code refactor: add separate RGB to BW node and rename some sockets. 2016-05-29 20:30:16 +02:00
b94bfe4cd8 Code refactor: make ShaderNode match Node a bit more, reusing types and enums.
Differential Revision: https://developer.blender.org/D2016
2016-05-28 15:49:15 +02:00
f7c28a66e2 Fix Cycles compile errors with GCC due to double promotion as errors. 2016-05-22 19:17:22 +02:00
ec51175f1f Code refactor: add generic Cycles node infrastructure.
Differential Revision: https://developer.blender.org/D2016
2016-05-22 17:29:24 +02:00
ad14c471eb Cycles: Add XML parsing of MappingNodes to Cycles Standalone
Reviewers: dingto, sergey

Differential Revision: https://developer.blender.org/D2009
2016-05-19 21:28:57 +02:00
9dc5367c89 Cleanup code style inconsistency in last commits. 2016-05-17 23:41:45 +02:00
08670d3b81 Code refactor: use dynamic shader node array lengths now that OSL supports them. 2016-05-17 21:39:16 +02:00
4a4f043bc4 Cycles: Add support for single channel float textures on CPU.
Until now, single channel textures were packed into a float4, wasting 3 floats per pixel. Memory usage of such textures is now reduced by 3/4.
Voxel Attributes such as density, flame and heat benefit from this, but also Bumpmaps with one channel.
This commit also includes some cleanup and code deduplication for image loading.

Example Smoke render from Cosmos Laundromat: http://www.pasteall.org/pic/show.php?id=102972
Memory here went down from ~600MB to ~300MB.

Reviewers: #cycles, brecht

Differential Revision: https://developer.blender.org/D1981
2016-05-11 21:58:34 +02:00
a815e10211 Code cleanup: use special type instead of node names. 2016-05-08 20:21:04 +02:00
f5930759a6 Fix T48368: Cycles mix RGB constant folding bug after recent refactor. 2016-05-07 14:21:15 +02:00
37ad451b8e Cycles: Comment out unused function arguments 2016-05-05 23:47:22 +02:00
7b7e7ac4c1 Code cleanup: simplify SVM stack assignment. 2016-05-05 21:43:46 +02:00
dd8bfa0929 Code refactor: reduce special node types, use generic constant folding. 2016-05-05 21:43:46 +02:00
b8ca4819b2 Revert "Cycles: Remove the Preetham Sky model."
This reverts commit d91316dc67.
2016-04-05 12:25:54 +02:00
d91316dc67 Cycles: Remove the Preetham Sky model.
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then.

The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it.
The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
2016-04-02 23:36:14 +02:00