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.
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
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.
This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.
This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.
Reviewed by Sergey and Brecht, thanks for some hlp with this.
I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)
This commit adds "Bands Saw" and "Rings Saw" to the options for the Wave texture node in Cycles, behaving similar to the Saw option in BI textures.
Requested by @cekuhnen on BA.
Reviewers: dingto, sergey
Subscribers: cekuhnen
Differential Revision: https://developer.blender.org/D1699
Vector mapping node was doing some weird mapping of both original and mapped
coordinates. Mapping of original coordinates was caused by the clamping nature
of the LUT generated from the node. Mapping of the mapped value again was quite
totally obscure -- one needed to constantly keep in mind that actual value will
be scaled up and moved down.
This commit makes it so values in the vector curve mapping are always absolute.
In fact, it is now behaving quite the same as RGB curve mapping node and the
code could be de-duplicated. Keeping the code duplicated for a bit so it's more
clear what exact parts of the node changed.
Reviewers: brecht
Subscribers: bassamk
Differential Revision: https://developer.blender.org/D1672
This way socket type conversions (such as color to float, or float to vector) do not stop the folding process.
Example: http://www.pasteall.org/pic/show.php?id=96803 (selected nodes are folded).
This way, connecting Value or RGB node to e.g. a Math node will still allow folding.
Note: The same should be done for the ConvertNode, but I leave that for another day.
Previously RGB Curves node will clamp input to 0..1 which is rather useless
when one wants to use HDR image textures and do bit of correction on them.
Now kernel code supports extrapolation of baked LUT based on first/last two
table points and performs linear extrapolation.
The only tricky part is to guess the range to bake the LUT for. Currently
it's using simple approach -- minmax of the input curves. While this behaves
ok for the simple cases it's easy to trick the system up causing incorrect
results.
Not sure we can solve those issues in a general case and since the new code
is giving more expected results it's not that bad actually. In the worst
case artist migh always create explicit point to make sure LUT is created
for the needed HDR range.
Reviewers: brecht, juicyfruit
Subscribers: sebastian_k
Differential Revision: https://developer.blender.org/D1658