Commit Graph

643 Commits

Author SHA1 Message Date
722d0d92ad Cycles: reduce noise using regular path tracing + subsurface scattering with
new cubic and gaussian falloff. Like the branched path tracer, this will now
shade all intersection points instead of using one at random.
2013-08-24 15:02:08 +00:00
01e22d1b9f Cycles: more code refactoring to rename things internally as well. Also change
property name back so we keep compatibility.
2013-08-23 14:34:34 +00:00
f560d25666 Code cleanup / Cycles:
* Some style tweaks for hair code.
2013-08-23 12:19:35 +00:00
605f7f4b9f Code cleanup / Cycles:
* Remove unused hair presets enum.
2013-08-20 11:22:26 +00:00
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
d43682d51b Cycles: Subsurface Scattering
New features:

* Bump mapping now works with SSS
* Texture Blur factor for SSS, see the documentation for details:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering

Work in progress for feedback:

Initial implementation of the "BSSRDF Importance Sampling" paper, which uses
a different importance sampling method. It gives better quality results in
many ways, with the availability of both Cubic and Gaussian falloff functions,
but also tends to be more noisy when using the progressive integrator and does
not give great results with some geometry. It works quite well for the
non-progressive integrator and is often less noisy there.

This code may still change a lot, so unless you're testing it may be best to
stick to the Compatible falloff function.

Skin test render and file that takes advantage of the gaussian falloff:
http://www.pasteall.org/pic/show.php?id=57661
http://www.pasteall.org/pic/show.php?id=57662
http://www.pasteall.org/blend/23501
2013-08-18 14:15:57 +00:00
2fd11a6617 Updates for the Cycle Hair UI. With the following changes
- Removed the cycles subdivision and interpolation of hairkeys.
- Removed the parent settings.
- Removed all of the advanced settings and presets.
- This simplifies the UI to a few settings for the primitive type and a shape mode.
2013-08-18 13:41:53 +00:00
8b955e9b19 Cycles / Sky Model:
* Replaced the Preetham model with the newer Hosek / Wilkie model:
"An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/ 

* We use the sample code data, which comes with the paper, but removed some unnecessary parts, we only need the xyz version.
* New "Albedo" UI paraemeter, to control the ground albedo (between 0 and 1). 
* Works with SVM only atm (CPU and CUDA). 

Example render:
http://www.pasteall.org/pic/show.php?id=57635

ToDo / Open Questions:
* OSL still uses the old model, will be done later. In the meantime it's useful to compare the two models this way.
* The new model needs a much weaker Strength value (0.01), otherwise it's white. Can this be fixed? 
* Code cleanup.
2013-08-17 16:08:03 +00:00
9591957c8a Cycles / Motion Blur:
* Added a new panel "Settings" to the object tab.
* Motion blur can now be enabled/disabled on a per object basis, so we can disable motion blur for certain objects.
* Also added some code for the Motion Multiplier, to weaken/strengthen the motion effect per object, but that is still disabled and hidden from the UI.
2013-08-16 12:18:01 +00:00
ace1dbf77f Merged revision(s) 59035-59107 from trunk/blender into soc-2013-dingto.
Skipping 59034 (Non-Progressive on GPU).
2013-08-13 09:15:03 +00:00
8cda3264bd Code cleanup:
* Some typo fixes.
2013-08-13 08:43:31 +00:00
48ae40ccdf Code cleanup / Cycles:
* Rename "curve_kernel_data" to just "curve", to avoid redundant naming.
2013-08-11 15:27:04 +00:00
be7b4e26b1 Fix cycles not rendering with 1x1 resolution anymore, not so common for users
but nice for debugging.
2013-08-09 19:55:46 +00:00
a18112249d Cycles / Non-Progressive integrator:
* Non-Progressive integrator is now available on the GPU (CUDA, sm_20 and above). 

Implementation details:
* kernel_path_trace() has been split up into two functions:
kernel_path_trace_non_progressive() and kernel_path_trace_progressive().

* We compile two CUDA kernel entry functions (in kernel.cu) for the two integrators, they are still inside one .cubin file but due to the kernel separation there should be no performance problem. I tested with the BMW file on my Geforce 540M and the render times were the same for 100 samples (1.57 min in my case).

This is part of my GSoC project, SVN merge of r59032 + manual merge of UI changes for this from my branch.
2013-08-09 18:47:25 +00:00
17494b9fe8 Cycles / Non-Progressive integrator:
* Code refactor to split the GPU kernel into two, one for each integrator.
This way we can enable Non-Progressive integrator on GPU in trunk without a performance drop.

Thanks to Brecht for some help and review!
2013-08-09 17:23:54 +00:00
e4f9cc32ec Merged revision(s) 58859-58993 from trunk/blender into soc-2013-dingto. 2013-08-07 16:57:18 +00:00
da4679f6d8 * Make MSVC happy. 2013-08-06 23:47:47 +00:00
d58a385084 minor edits to float/double conversion suggested by DingTo 2013-08-06 23:34:47 +00:00
34c64b8ea3 cycles builds with -Wdouble-promotion again. 2013-08-06 06:36:34 +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
d06fa3ba2b Code cleanup / Cycles:
* Various string and comment fixes.
2013-08-05 01:24:41 +00:00
5fc6f04fc8 Cycles / SSS:
* Render Passes are now available for Subsurface Scattering (Direct, Indirect and Color pass). 

This is part of my GSoC project, SVN merge of r58587, r58828 and r58835.
2013-08-03 13:12:09 +00:00
2a2f0319bc Cycles / HSV Separator and Combine node:
* Added nodes to separate and combine hsv colors.

Part of my GSoC 2013 project, SVN merge of r57981.
2013-07-31 21:27:48 +00:00
34009da32e Cycles / Vector Transform node:
* Add a note to convert a Vector, Point or Normal between World <=> Camera <=> Object coordinate space. 

Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Vector_Transform

Part of my GSoC 2013 project, SVN merge of r57599, r57670, r57918, r57919, r58245 and r58775.
2013-07-31 21:18:23 +00:00
6d9720ef63 Cycles / Blackbody to RGB node:
* Added a node to convert a temperature in Kelvin to an RGB color. This can be used e.g. for lights, to easily find the right color temperature. 
= Some common temperatures =
Candle light: 1500 Kelvin
Sunset/Sunrise: 1850 Kelvin
Studio lamps: 3200 Kelvin
Horizon daylight: 5000 Kelvin

Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Blackbody

Thanks to Philipp Oeser (lichtwerk), who essentially contributed to this with a patch! :)

This is part of my GSoC 2013 project. SVN merge of r57424, r57487, r57507, r57525, r58253 and r58774
2013-07-31 20:56:32 +00:00
3840e0b234 Cycles / Ray Depth:
* Added a Ray Depth output to the Light Path node, which gives the user access to the current bounce.
This can be used to limit the maximum ray bounce on a per shader basis. Another use case is to restrict light influence with this, to have a lamp only contribute to the direct lighting. 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path

This is part of my GSoC 2013 project. SVN merge of r58091 and r58772 from soc-2013-dingto.
2013-07-31 20:30:37 +00:00
2a25acb108 Cycles / Vector Transform node:
* Code cleanup to avoid duplicated enum code.
* Added a third type for conversion next to Point and Vector: Normal. This is basically the same result as with the Vector type, but normalizes the vector at the end. 

Thanks to Brecht for code review!
2013-07-31 20:05:13 +00:00
b6024a0e75 Cycles / Blackbody Node:
* Some optimizations to avoid divisions on runtime, avoid possible division by zero and code cleanup. 

Thanks to Brecht for code review!
2013-07-31 19:03:42 +00:00
ac80b9d198 Cycles / SSS Render Passes:
* First step toward Subsurface Scattering render passes (Color, Direct and Indirect).
* Added UI, DNA and RNA for the new Passes on the Blender side.
* Basic Cycles integration. 
* Only the SSS Color Pass works so far. 

ToDo: Direct and Indirect Pass.
Should "subsurface" be a part of BsdfEval and "path_subsurface" of PathRadiance or is that the wrong way? Should it be integrated more like the AO render pass? Some input from Brecht or Stuart would be nice. :)
2013-07-24 23:47:02 +00:00
19b5fc17dc Merged revision(s) 58424-58448 from trunk/blender into soc-2013-dingto
Had to resolve manual conflict in addon/ui.py and blender/blender_sync.cpp due to Non-Progressive integrator, which is enabled in my branch.
2013-07-20 15:46:49 +00:00
715855d0b9 Merged revision(s) 58356-58423 from trunk/blender into soc-2013-dingto.
Note: Keep own splash.
2013-07-20 15:34:19 +00:00
51a3371d87 Code cleanup / Cycles:
* Use USHRT_MAX rather than manual value, suggested by Campbell.
2013-07-19 22:56:54 +00:00
fd1d4151f1 Fix for [#36216] Viewport render with CMJ sampler and unlimited passes freezes
* If Preview Samples are set to 0 (unlimited) it now assumes 65536 instead of INT_MAX. 

This doesn't affect regular sampling, you can still enter fixed values of 100k or whatever.
2013-07-19 14:00:53 +00:00
17b1840a06 Cycles / Blackbody node:
* Fix the weird results with 800-804.3 Kelvin in SVM. This was an offset issue with the lookup table, made the table slightly larger now (from 954 to 956) which gives a small gap between the R/G/B components. 
* Use Luminance also for values below 800 Kelvin, for consistency.
2013-07-15 04:38:35 +00:00
b39a84e9aa Cycles / Vector Transform node:
* Code cleanup, to avoid case-sensitive checks for OSL.
2013-07-14 22:02:40 +00:00
11fe01b0da Merged revision(s) 58226-58240 from trunk/blender into soc-2013-dingto. 2013-07-14 16:54:20 +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
cad3406c81 Fix some unnecessary memory allocation slowness in cycles mesh export. 2013-07-14 12:51:41 +00:00
12a45c8b1b Merged revision(s) 58093-58225 from trunk/blender into soc-2013-dingto. 2013-07-13 23:52:43 +00:00
9460d9f344 Fix #36080: fix cycles crash with certain group node setups, accessing freed
memory.
2013-07-10 10:50:19 +00:00
0b4244d1df Merged revision(s) 58059-58092 from trunk/blender into soc-2013-dingto. 2013-07-09 00:58:25 +00:00
c4fa047894 Cycles / Ray Depth:
* Added a Ray Depth output to the Light Path node, which returns the current ray bounce (0, 1, 2, 3...)
* This can be used to use different shaders for direct and indirect lighting and artificial effects.

Examples:
* http://www.pasteall.org/pic/show.php?id=55158 Here we use the output to apply a different shader to the third bounce. As in this example, you can use Math Nodes (Greater Than / Less Than) if you want to use values outside of the 0/1 range.

* http://www.pasteall.org/pic/show.php?id=55159 Here we restrict the maximum bounce on a per shader basis for the left sphere. This way it looks like we would only have 1 max bounce set in the scene "Light paths" panel. 
This can be used to e.g. improve performance for objects far from the camera, which do not need full GI. 

Technical notes:
* Implemented for both integrators and SVM/OSL.
* This is done by passing state.bounce to the shader_setup_from_* functions.
* Note: We don't pass state.bounce to kernel_shader_evaluate() and therefore shader_setup_from_displacement() method doesn't set the value, this is outside the path trace loop. Maybe a ToDo?
2013-07-09 00:18:13 +00:00
3d847ed6e6 Fix #36064: cycles direct/indirect light passes with materials that have zero
RGB color components gave non-grey results when you might no expect it.

What happens is that some of the color channels are zero in the direct light
pass because their channel is zero in the color pass. The direct light pass is
defined as lighting divided by the color pass, and we can't divide by zero. We
do a division after all samples are added together to ensure that multiplication
in the compositor gives the exact combined pass even with antialiasing, DoF, ..

Found a simple tweak here, instead of setting such channels to zero it will set
it to the average of other non-zero color channels, which makes the results look
like the expected grey.
2013-07-08 23:31:45 +00:00
285ef99931 Cycles:
* Added 2 new nodes to combine and separate HSV colors. 

Screenshot:
http://www.pasteall.org/pic/show.php?id=54828
2013-07-03 23:46:56 +00:00
e7fc69bdfd Merged revision(s) 57908-57978 from trunk/blender into soc-2013-dingto. 2013-07-03 22:12:42 +00:00
65cbcde831 Fix cycles world ray visibility not working correct with multiple importance
sampling.
2013-07-02 21:03:16 +00:00
465a7195b4 Merged revision(s) 57828-57907 from trunk/blender into soc-2013-dingto 2013-07-01 15:23:48 +00:00
54b1976958 Fix #35896: cycles crash with OSL image textures and viewport + preview render
running at the same time.
2013-06-28 13:05:21 +00:00
63f1e253c3 Merged revision(s) 57671-57767 from trunk/blender into soc-2013-dingto 2013-06-26 11:46:55 +00:00
0309f442bb Render stats text: show elapsed time for blender internal, hide useless "Single Layer"
at the start, more clearly indicate what the render time of the last frame was, some
other tweaks for consistency.
2013-06-24 22:41:24 +00:00