Issue was introduced in 01ee21f where i didn't notice *_setup()
function only doing partial initialization, and some of parameters
are expected to be initialized by callee function.
This was hitting only some setups, so tests with benchmark scenes
didn't unleash issues. Now it should all be fine.
This is to go to the 2.74 branch and we actually might re-AHOY.
This commit contains all the tweaks which were missing in initial patch
re-integration from the standalone Cycles repository.
This commit also contains an utility cmake macro to help linking targets
with different libraries for release/debug builds, the name currently is
target_link_libraries_decoupled
it gets a target and list of libraries and makes sure debug builds are
using libraries with "_d" suffix.
After all this changes it'll hopefully be easier to interchange patches
between blender and standalone repositories, because they're now quite
identical.
This way it is now possible to use gflags >= 2.1, where all the
functions were moved from google to gflags namespace.
This isn't currently used in blender, but for standalone repository
this change is essential.
This solves bugs like T42210 which are caused by compiler being
smart and using some SSE instructions to operate with closure
classes, which was failing because those classes are not allocated
by the regular allocator but allocated in memory pool in OSL.
With newer versions of OSL it is now possible to force closure
classes being aligned to a given boundary and this commit uses
this new functionality.
Unfortunately, it means we're no longer compatible with older
versions of OSL, only latest git version from upstream and our
branch at github are supported:
https://github.com/Nazg-Gul/OpenShadingLanguage/tree/blender-fixes
For OSX and Windows it's not an issue because libraries are
already updated there, Linux users would need to run install_deps
script.
That code was mainly needed for the transition period, now we've
got all platforms updated to new OSL.
Plus there are some crucial fixes baking in the current upstream
sources which we'll need to have for the next Blender release.
Even tho it's not 100% clear when we'll switch to OSL-1.6 we'd better
start preparing earlier for this, so we don't spend time on this later.
Plus this code helps troubleshooting some OSL issues, which requires
testing with latest versions of OSL.
Was hooked up last year for testing purposes, as we already had some code for it, but the closure itself is not really good nor really useful, so let's remove it.
It turns out that the new Beckmann sampling function doesn't work well with
Quasi Monte Carlo sampling, mainly near normal incidence where it can be worse
than the previous sampler. In the new sampler the random number pattern gets
split in two, warped and overlapped, which hurts the stratification, see the
visualization in the differential revision.
Now we use a precomputed table, which is much better behaved. GGX does not seem
to benefit from using a precomputed table.
Disadvantage is that this table adds 1MB of memory usage and 0.03s startup time
to every render (on my quad core CPU).
Differential Revision: https://developer.blender.org/D614
* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been
removed because other distributions are superior.
* GGX is now the default distribution for all glossy and anisotropic nodes,
since it looks good, has low noise and is fast to evaluate.
* Ashikhmin-Shirley is now available in the Glossy BSDF.
* Ashikhmin-Shirley anisotropic BSDF was added as closure
* Anisotropic BSDF node now has two distributions
Reviewers: brecht, dingto
Differential Revision: https://developer.blender.org/D549
This means packed images and movies are now supported when using OSL
backend for material shading.
Uses special file name to distinguish whether image is builtin or not.
This part might become a bit smarted or optimized a bit, but it's good
enough with this implementation already.
it's possible that runtime optimizer would call get_attribute
with NULL renderstate. As per documentation, it's valid to
return false in that cases and in worst case we'll just miss
some possible optimization.
Supporting such cases would require some bigger changes to
Cycles since attributes are only set to up for the kernel
after shader compilation.
Thanks Brecht for review!
This can for example be useful if you want to manually terminate the path at
some point and use a color other than black.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D454
These are internally stored as a 3D image textures, but accessible like e.g.
UV coordinates though the attribute node and getattribute().
This is convenient for rendering e.g. smoke objects where data like density is
really a property of the mesh, and it avoids having to specify the smoke object
in a texture node, instead the material will work with any smoke domain.
This does not support staying fixed while the surface deforms, but for static
meshes it should match up with the surface texture coordinates. Implemented
as a matrix transform from objects space to mesh texture space.
Making this work for deforming surfaces would be quite complicated, you might
need something like harmonic coordinates as used in the mesh deform modifier,
probably will not be possible anytime soon.
This works pretty much as you would expect, overlapping volume objects gives
a more dense volume. What did change is that world volume shaders are now
active everywhere, they are no longer excluded inside objects.
This may not be desirable and we need to think of better control over this.
In some cases you clearly want it to happen, for example if you are rendering
a fire in a foggy environment. In other cases like the inside of a house you
may not want any fog, but it doesn't seem possible in general for the renderer
to automatically determine what is inside or outside of the house.
This is implemented using a simple fixed size array of shader/object ID pairs,
limited to max 15 overlapping objects. The closures from all shaders are put
into a single closure array, exactly the same as if an add shader was used to
combine them.
* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.