Commit Graph

694 Commits

Author SHA1 Message Date
ab7ebf2b10 Cleanup: Use const for RNA EnumPropertyItem args
Practically all access to enum data is read-only.
2017-10-18 16:04:07 +11:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
6ec43a765b Merge branch 'master' into blender2.8 2017-10-10 01:36:36 +11:00
f61c340bc1 Cycles: OpenCL bicubic and tricubic texture interpolation support. 2017-10-08 02:55:44 +02:00
1601089ece Merge branch 'master' into blender2.8
This discards node drawing changes which need to be written as shaders.
2017-09-07 14:53:06 +10:00
8172e8e528 Node UI: Add square and diamond socked draw styles
Currently not used by Blender's node trees

D2814 by @charlie
2017-09-07 04:45:38 +10:00
c843e84892 Merge branch 'master' into blender2.8 2017-09-01 02:30:48 +10:00
636baa598a RNA: Limit which classes struct-map contains
Only add subclasses of: Menu, Panel, Header, UIList, Operator

This helps avoid unnecessary naming collisions,

See T52599 for details
2017-08-31 23:49:50 +10:00
323a7ab944 Merge branch 'master' into blender2.8 2017-08-31 21:57:38 +10:00
732f70a151 RNA: existing type check used wrong identifier
Own error in recent type checks, in many cases the 'idname'
is used for the struct identifier, not the 'identifier'
which is the Python class name in this context.
2017-08-31 18:45:00 +10:00
58a4c767a1 Merge branch 'master' into blender2.8 2017-08-23 16:10:45 +10:00
1e60ac3394 RNA: report error on struct naming collision
Fixes T52463, error instead of crash.
2017-08-23 15:02:21 +10:00
9567529b8f Merge branch 'master' into blender2.8 2017-08-12 00:23:49 +10:00
bc88ee3292 Error in last commit, problems with unregister
We can't free the identifier before its used when
removing from the ghash.
2017-08-11 19:10:19 +10:00
8ddaa6a4e2 Merge branch 'master' into blender2.8 2017-08-01 10:38:36 +10:00
f815aa01eb Fix T52232: Crash in RNA_enum_from_value while inspecting compositor image node properties in outliner.
Bug was in RNA nodes code actually, itemf functions shall never, ever
return NULL!

Note that there were other itemf functions there that were potentially
buggy. Also harmonized a bit their code.
2017-07-31 16:51:43 +02:00
c558763ef5 Merge branch 'master' into blender2.8 2017-07-29 01:46:27 +10:00
05f377805b Fix T52148: Point Density Texture ID User decrement error related to the Object field.
Note that fix is not perfect, systematically make refcounting of all IDs
assigned to node's id pointer, which breaks the 'do not refcount
scene/object/text datablocks' principle...

But besides that principle being far from ideal in general, it becomes
pretty much impossible to apply when using //generic// ID pointer,
unless we add some kind of type data to that pointer somehow.

So for now, better to live with that, than having broken usercount.
2017-07-28 12:43:06 +02:00
f8bd6adee2 Depsgraph: Skip iterating over all ntree users on node tree parameter update
Also make sure drivers on node tree properties will work correctly for viewport.
2017-07-27 11:50:14 +02:00
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
9edb7e49d7 Depsgraph: Fix missing material update when changing links in node tree 2017-07-21 14:20:30 +02:00
dfcb568c16 Fix T51925: Eevee: Animated Eevee values slowdown
Move material update from RNA callback to dependency graph.
2017-07-20 17:48:36 +02:00
Dalai Felinto
2a489273d7 Implement Uniformbuffer objects for nodetree parameters
For users that means you can tweak shaders in the nodetree and things
are way faster. This is a huge improvement, particularly in
systems that have no shader cache.

From the code perspective it means we are no longer re-compiling the
shader every time a value is tweaked in the UI. We are using uniforms
for those values.

It would be slow to add that many uniforms for all the shaders. So
instead we are using UBO (Uniform Buffer Objects).

This fixes the main issue of T51467. However GWN_shaderinterface_create() still
needs to be improvedi. When opening a .blend all shaders are compiled once, so
optimizing it will bring a measurable impact.

========================================================================
NOTE: This breaks update of Cycles material upon nodetree nodes
tweaking. It will be fixed separately by depsgraph, once tackling T51925
(Animated Eevee values slowdown).

The idea is to make Depsgraph update more granular. The XXX TODO in
rna_nodetree.c will be tackled at that time as well.
========================================================================

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D2739
2017-07-14 17:46:10 +02:00
Dalai Felinto
be4b5551c7 Fix T51863: CompositorNodeSwitchView have the wrong rna API
Although the original report was about the docs, the real issue was in
the API.

My original commit started from a copy-paste from the Switch
Node. However I don't use custom1 for thew Switch View node.

The docs is slightly incomplete since it would be nice to mention the
views here. Or maybe even expose them via Python. But honestly they are
generated depending on the scene multi-view settings.
2017-06-22 10:25:05 +02:00
8cc4c3da8c Fix T51308: Bright/Contrast Doesn't respect Pre-multiplied Alpha
Brightness/contrast node was changing color but did not modify alpha
or ensured colors are premultiplied on the output. This was giving
artifacts later on unless alpha was manually converted.

Compositor is supposed to work in premultiplied alpha (except of
some really corner cases) so it makes sense to ensure premultiplied
alpha after brightness/contrast node.

This is now done as an option enabled by default, so we:

(a) Keep compatibility with old files.
(b) Have correct behavior for newly created files.

Later on we can get rid of this option.
2017-05-22 17:15:45 +02:00
ce28025eaf Remove unused node socket flag that was added in the render pass commit 2017-05-07 20:32:51 +02:00
4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
2017-05-03 16:44:52 +02:00
Pascal Schoen
8825a8e951 Squashed commit of the following:
commit 90778901c9
Merge: 76eebd9 3bf0026
Author: Schoen <schoepas@deher1m1598.emea.adsint.biz>
Date:   Mon Apr 3 07:52:05 2017 +0200

    Merge branch 'master' into cycles_disney_brdf

commit 76eebd9379
Author: Schoen <schoepas@deher1m1598.emea.adsint.biz>
Date:   Thu Mar 30 15:34:20 2017 +0200

    Updated copyright for the new files.

commit 013f4a152a
Author: Schoen <schoepas@deher1m1598.emea.adsint.biz>
Date:   Thu Mar 30 15:32:55 2017 +0200

    Switched from multiplication of base and subsurface color to blending
    between them using the subsurface parameter.

commit 482ec5d1f2
Author: Schoen <schoepas@deher1m1598.emea.adsint.biz>
Date:   Mon Mar 13 15:47:12 2017 +0100

    Fixed a bug that caused an additional white diffuse closure call when using
    path tracing.

commit 26e906d162
Merge: 0593b8c 223aff9
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Feb 6 11:32:31 2017 +0100

    Merge branch 'master' into cycles_disney_brdf

commit 0593b8c51b
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Feb 6 11:30:36 2017 +0100

    Fixed the broken GLSL shader and implemented the Disney BRDF in the
    real-time view port.

commit 8c7e11423b
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Feb 3 14:24:05 2017 +0100

    Fix to comply strict compiler flags and some code cleanup

commit 17724e9d2d
Merge: 379ba34 520afa2
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jan 24 09:59:58 2017 +0100

    Merge branch 'master' into cycles_disney_brdf

commit 379ba346b0
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jan 24 09:28:56 2017 +0100

    Renamed the Disney BSDF to Principled BSDF.

commit f80dcb4f34
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Dec 2 13:55:12 2016 +0100

    Removed reflection call when roughness is low because of artifacts.

commit 732db8a57f
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Nov 16 09:22:25 2016 +0100

    Indication if to use fresnel is now handled via the type of the BSDF.

commit 0103659f5e
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Nov 11 13:04:11 2016 +0100

    Fixed an error in the clearcoat where it appeared too bright for default
    light sources (like directional lights)

commit 0aa68f5335
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Nov 7 12:04:38 2016 +0100

    Resolved inconsistencies in using tabs and spaces

commit f5897a9494
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Nov 7 08:13:41 2016 +0100

    Improved the clearcoat part by using GTR1 instead of GTR2

commit 3dfc240e61
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Oct 31 11:31:36 2016 +0100

    Use reflection BSDF for glossy reflections when roughness is 0.0 to
    reduce computational expense and some code cleanup

    Code cleanup includes:
    - Code style cleanup and removed unused code
    - Consolidated code in the bsdf_microfacet_multi_impl.h to reduce
      some computational expense

commit a2dd0c5faf
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Oct 26 08:51:10 2016 +0200

    Fixed glossy reflections and refractions for low roughness values and
    cleaned up the code.

    For low roughness values, the reflections had some strange behavior.

commit 9817375912
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Oct 25 12:37:40 2016 +0200

    Removed default values in setup functions and added extra functions for
    GGX with fresnel.

commit bbc5d9d452
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Oct 25 11:09:36 2016 +0200

    Switched from uniform to cosine hemisphere sampling for the diffuse and
    the sheen part.

commit d52d8f2813
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Oct 24 16:17:13 2016 +0200

    Removed the color parameters from the diffuse and sheen shader and use
    them as closure weights instead.

commit 8f3d927385
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Oct 24 09:57:06 2016 +0200

    Fixed the issue with artifacts when using anisotropy without linking the
    tangent input to a tangent node.

commit d93f680db9
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Oct 24 09:14:51 2016 +0200

    Added subsurface radius parameter to control the per color channel
    effection radius of the subsurface scattering.

commit c708c3e53b
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Oct 24 08:14:10 2016 +0200

    Rearranged the inputs of the shader.

commit dfbfff9c38
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Oct 21 09:27:05 2016 +0200

    Put spaces in the parameter names of the shader node

commit e5a748ced1
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Oct 21 08:51:20 2016 +0200

    Removed code that isn't in use anymore

commit 75992bebc1
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Oct 21 08:50:07 2016 +0200

    Code style cleanup

commit 4dfcf455f7
Merge: 243a0e3 2cd6a89
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Thu Oct 20 10:41:50 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit 243a0e3eb8
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Thu Oct 20 10:01:45 2016 +0200

    Switching between OSL and SVM is more consistant now when using Disney
    BSDF.

    There were some minor differences in the OSL implementation, e.g. the
    refraction roughness was missing.

commit 2a5ac50922
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 27 09:17:57 2016 +0200

    Fixed a bug that caused transparency to be always white when using OSL and
    selecting GGX as distribution of the Disney BSDF

commit e1fa862391
Merge: d0530a8 7f76f6f
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 27 08:59:32 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit d0530a8af0
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 27 08:53:18 2016 +0200

    Cleanup the Disney BSDF implementation and removing unneeded files.

commit 3f4fc826bd
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 27 08:36:07 2016 +0200

    Unified the OSL implementation of the Disney clearcoat as a simple
    microfacet shader like it was previously done in SVM

commit 4d3a0032ec
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Sep 26 12:35:36 2016 +0200

    Enhanced performance for Disney materials without subsurface scattering

commit 3cd5eb56cf
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Sep 16 08:47:56 2016 +0200

    Fixed a bug in the Disney BSDF that caused specular reflections to be too
    bright and diffuse is now reacting to the roughness again

    - A normalization for the fresnel was missing which caused the specular
      reflections to become too bright for the single-scatter GGX
    - The roughness value for the diffuse BSSRDF part has always been
      overwritten and thus always 0
    - Also the performance for refractive materials with roughness=0.0 has
      been improved

commit 7cb37d7119
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Thu Sep 8 12:24:43 2016 +0200

    Added selection field to the Disney BSDF node for switching between
    "Multiscatter GGX" and "GGX"

    In the "GGX" mode there is an additional parameter for changing the
    refraction roughness for materials with smooth surfaces and rough interns
    (e.g. honey). With the "Multiscatter GGX" this effect can't be produced at
    the moment and so here will be no separation of the two roughness values.

commit cdd29d06bb
Merge: 02c315a b40d1c1
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 6 15:59:05 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit 02c315aeb0
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 6 15:16:09 2016 +0200

    Implemented the OSL part of the Disney shader

commit 5f880293ae
Merge: 630b80e b399a6d
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Sep 2 10:53:36 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit 630b80e08b
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Sep 2 10:52:13 2016 +0200

    Fresnel in the microfacet multiscatter implementation improved

commit 0d9f4d7acb
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Aug 26 11:11:05 2016 +0200

    Fixed refraction roughness problem (refractions were always 100% rough)
    and set IOR of clearcoat to 1.5

commit 9eed34c7d9
Merge: ef29aae ae475e3
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Aug 16 15:22:32 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit ef29aaee1a
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Aug 16 15:17:12 2016 +0200

    Implemented the fresnel in the multi-scatter GGX for the Disney BSDF

    - The specular/metallic part uses the multi-scatter GGX
    - The fresnel of the metallic part is controlled by the specular value
    - The color of the reflection part when using transparency can be
      controlled by the specularTint value

commit 88567af085
Merge: cc267e5 285e082
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Aug 3 15:05:09 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit cc267e52f2
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Aug 3 15:00:25 2016 +0200

    Implemented the Disney clearcoat as a variation of the microfacet bsdf,
    removed the transparency roughness again and added an input for
    anisotropic rotations

commit 81f6c06b1f
Merge: ece5a08 7065022
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Aug 3 11:42:02 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit ece5a08e0d
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jul 26 16:29:21 2016 +0200

    Base color now applied again to the refraction of transparent Disney
    materials

commit e3aff6849e
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jul 26 16:05:19 2016 +0200

    Added subsurface color parameter to the Disney shader

commit b3ca6d8a2f
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jul 26 12:30:25 2016 +0200

    Improvement of the SSS in the Disney shader

     * Now the bump normal is correctly used for the SSS.
     * SSS in Disney uses the Disney diffuse shader

commit d68729300e
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jul 26 12:23:13 2016 +0200

    Better calculation of the Disney diffuse part

    Now the values for NdotL und NdotV are clamped to 0.0f for a better look
    when using normal maps

commit cb6e500b12
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Jul 25 16:26:42 2016 +0200

    Now one can disable specular reflactions again by setting specular and
    metallic to 0 (cracked this in the previous commit)

commit bfb9cb11b5
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Jul 25 16:11:07 2016 +0200

    fixed the Disney SSS and cleaned the initialization of the Disney shaders

commit 642c0fdad1
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Jul 25 16:09:55 2016 +0200

    fixed an error that was caused by the missing LABEL_REFLECT in the Disney
    diffuse shader

commit c10b484dca
Author: Jens Verwiebe <info@jensverwiebe.de>
Date:   Fri Jul 22 01:15:21 2016 +0200

    Rollback attempt to fix sss crashing, it prevented crash by disabling sss completely, thus useless

commit 462bba3f97
Author: Jens Verwiebe <info@jensverwiebe.de>
Date:   Thu Jul 21 23:11:59 2016 +0200

    Add an undef for sc_next for safety

commit 32d348577d
Author: Jens Verwiebe <info@jensverwiebe.de>
Date:   Thu Jul 21 00:15:48 2016 +0200

    Attempt to fix Disney SSS

commit dbad91ca6d
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Jul 20 11:13:00 2016 +0200

    Added a roughness parameter for refractions (for scattering of the rays
    within an object)

    With this, one can create a translucent material with a smooth surface and
    with a milky look.

    The final refraction roughness has to be calculated using the surface
    roughness and the refraction roughness because those two are correlated
    for refractions. If a ray hits a rough surface of a translucent material,
    it is scattered while entering the surface. Then it is scattered further
    within the object. The calculation I'm using is the following:

    RefrRoughnessFinal = 1.0 - (1.0 - Roughness) * (1.0 - RefrRoughness)

commit 50ea5e3e34
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jun 7 10:24:50 2016 +0200

    Disney BSDF is now supporting CUDA

commit 10974cc826
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 31 11:18:07 2016 +0200

    Added parameters IOR and Transparency for refractions

    With this, the Disney BRDF/BSSRDF is extended by the BTDF part.

commit 218202c090
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon May 30 15:08:18 2016 +0200

    Added an additional normal for the clearcoat

    With this normal one can simulate a thin layer of clearcoat by applying a
    smoother normal map than the original to this input

commit dd139ead7e
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon May 30 12:40:56 2016 +0200

    Switched to the improved subsurface scattering from Christensen and
    Burley

commit 11160fa4e1
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon May 30 10:16:30 2016 +0200

    Added Disney Sheen shader as a preparation to get to a BSSRDF

commit cee4fe0cc9
Merge: 4f955d0 6b5bab6
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon May 30 09:08:09 2016 +0200

    Merge branch 'cycles_disney_brdf' of git.blender.org:blender into cycles_disney_brdf

    Conflicts:
    	intern/cycles/kernel/closure/bsdf_disney_clearcoat.h
    	intern/cycles/kernel/closure/bsdf_disney_diffuse.h
    	intern/cycles/kernel/closure/bsdf_disney_specular.h
    	intern/cycles/kernel/closure/bsdf_util.h
    	intern/cycles/kernel/osl/CMakeLists.txt
    	intern/cycles/kernel/osl/bsdf_disney_clearcoat.cpp
    	intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp
    	intern/cycles/kernel/osl/bsdf_disney_specular.cpp
    	intern/cycles/kernel/osl/osl_closures.h
    	intern/cycles/kernel/shaders/node_disney_bsdf.osl
    	intern/cycles/render/nodes.cpp
    	intern/cycles/render/nodes.h

commit 4f955d0523
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 24 16:38:23 2016 +0200

    SVM and OSL are both working for the simple version of the Disney BRDF

commit 1f5c41874b
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 24 09:58:50 2016 +0200

    Disney node can be used without SVM and started to cleanup the OSL implementation

    There is still some wrong behavior for SVM for the Schlick Fresnel part at the
    specular and clearcoat

commit d4b814e930
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 18 10:22:29 2016 +0200

    Switched from a parameter struct for Disney parameters to ShaderClosure params

commit b86a1f5ba5
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 18 10:19:57 2016 +0200

    Added additional variables for storing parameters in the ShaderClosure struct

commit 585b886236
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 17 12:03:17 2016 +0200

    added output parameter to the DisneyBsdfNode

    That has been forgotten after removing the inheritance of BsdfNode

commit f91a286398
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 17 10:40:48 2016 +0200

    removed BsdfNode class inheritance for DisneyBsdfNode

    That's due to a naming difference. The Disney BSDF uses the name 'Base Color'
    while the BsdfNode had a 'Color' input. That caused a text message to be
    printed while rendering.

commit 30da91c9c5
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 4 16:08:10 2016 +0200

    disney implementation cleaned

commit 30d41da0f0
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 4 13:23:07 2016 +0200

    added the disney brdf as a shader node

commit 1f099fce24
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 3 16:54:49 2016 +0200

    added clearcoat implementation

commit 00a1378b98
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Apr 29 22:56:49 2016 +0200

    disney diffuse und specular implemented

commit 6baa7a7eb7
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Apr 18 15:21:32 2016 +0200

    disney diffuse is working correctly

commit d8fa169bf3
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Apr 18 08:41:53 2016 +0200

    added vessel for disney diffuse shader

commit 6b5bab6cec
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 18 10:22:29 2016 +0200

    Switched from a parameter struct for Disney parameters to ShaderClosure params

commit f6499c2676
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 18 10:19:57 2016 +0200

    Added additional variables for storing parameters in the ShaderClosure struct

commit 7100640b65
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 17 12:03:17 2016 +0200

    added output parameter to the DisneyBsdfNode

    That has been forgotten after removing the inheritance of BsdfNode

commit 419ee54411
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 17 10:40:48 2016 +0200

    removed BsdfNode class inheritance for DisneyBsdfNode

    That's due to a naming difference. The Disney BSDF uses the name 'Base Color'
    while the BsdfNode had a 'Color' input. That caused a text message to be
    printed while rendering.

commit 6006f91e87
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 4 16:08:10 2016 +0200

    disney implementation cleaned

commit 0ed0895914
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 4 13:23:07 2016 +0200

    added the disney brdf as a shader node

commit 0630b742d7
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 3 16:54:49 2016 +0200

    added clearcoat implementation

commit 9f3d39744b
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Apr 29 22:56:49 2016 +0200

    disney diffuse und specular implemented

commit 9b26206376
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Apr 18 15:21:32 2016 +0200

    disney diffuse is working correctly

commit 4711a3927d
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Apr 18 08:41:53 2016 +0200

    added vessel for disney diffuse shader

Differential Revision: https://developer.blender.org/D2313
2017-04-18 11:43:09 +02:00
a7f16c17c2 Fix various i18n ambiguous issues reported in T43295. 2017-03-24 20:02:15 +01:00
9dd194716b Fix T50736: Zero streaks in Glare node.
Please never, ever use same DNA var for two different things. Even worse
if they do not have same type and ranges!

This is only ensuring issues (as described in report, but also if
animating both RNA props using same DNA var... yuck).

And we were not even saving any byte in DNA, could reuse some padding
there to store the two new needed vars (yes, two, since we cannot re-use
existing one if we want to keep backward *and* forward compatibility).
2017-02-23 10:39:51 +01:00
ac58a7fa19 Compositor: Make HSV node inputs a real sockets
This is much more flexible solution which will allow doing some
more procedural features.

Reviewers: brecht, dfelinto, mont29

Reviewed By: mont29

Subscribers: Severin

Differential Revision: https://developer.blender.org/D2403
2017-01-26 15:20:13 +01:00
440d104279 Refactor RNA property: split flags in property flags, parameter flags, and internal flags.
This gives us 9 flags available again for properties (we had none anymore),
and also makes things slightly cleaner.

To simplify (and make more clear the differences between mere properties
and function parameters), also added RNA_def_parameter_flags function (and
its clear counterpart), to be used instead of RNA_def_property_flag for
function parameters.

This patch is also a big cleanup (some RNA function definitions were
still using 'prop' PropertyRNA pointer, etc.).

And yes, am aware this will be annoying for all branches, but we really need
to get new flags available for properties (will need at least one for override, etc.).

Reviewers: sergey, Severin

Subscribers: dfelinto, brecht

Differential Revision: https://developer.blender.org/D2400
2016-12-12 15:46:06 +01:00
bfe34789d1 Use proper defaults for Hue/Saturation node 2016-12-07 11:27:27 +01:00
1ec5edcc96 Fix T50094: Crash when viewport rendering point density texture
The idea is simple: cache PD resolution from cache_point_density() RNA
function because that one is supposed to be called while database is
locked for original synchronization.

Ideally we would also pass array size to the sampling function, but
it turned out to be quite problematic because API only accepts int type
and passing size_t might cause some weird behavior.
2016-11-29 11:39:14 +01:00
Julian Eisel
16ed49b26e UI Messages: Consistent spelling of term "data-block"
Was using a bunch of different spellings, mostly "data-block" though, so went with that one (would have been my #1 choice anyway ;) )
2016-09-19 16:50:45 +02:00
262adf7d91 Fix T49130: "Inner Edge" / "Buffer Edge" options in the Double Edge Mask are wired to the wrong settings
Patch by Ted Schundler (tschundler), thanks!

Differential Revision: https://developer.blender.org/D2141
2016-08-24 11:00:21 +02:00
ae881ddf43 Fix T48760: Changing Renderlayer Compositor node Layer does not update enabled outputs until script is finished 2016-07-27 15:17:15 +02:00
885870be51 Fix T48815: Translate node's 'Relative' checkbox has the same tooltip as blur node's 'Relative' checkbox.
Differential Revision: https://developer.blender.org/D2099
2016-07-10 14:57:31 +02:00
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
2e190abf70 Fix T48496: Viewer function in NodeWrangler addon don't work in Material Shading mode 2016-05-24 14:39:28 +02:00
ddd6be1834 Compositor: negative color support for ASC-CDL offset
Since the color wheel can't handle negative colors usefully, use a basis value for the initial RGB.
2016-05-05 00:06:55 +10:00
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
bdae647670 Color sources for point density textures based on mesh vertices
This patch adds support for coloring point density textures based on several mesh vertex attributes.

* Vertex Color: Use a vertex color layer for coloring the point density texture
* Vertex Weight: Use a weights from a vertex group as intensity values. (for Blender Render engine the additional color band is used)
* Vertex Normals: Use object-space vertex normals as RGB values.

The vertex color source enum is stored separately from the particle color source, to avoid invalid values when switching.

Note that vertex colors are technically "corner colors" (MLoop), so each vertex can have as many colors as faces it is part of.
For the purpose of point density the mloop colors are simply averaged, which is physically plausible because corners can be viewed
as multiple points in the same location.
2016-03-24 12:07:03 +01:00
83824947ba Avoid node tree update tag when changed nodes which are not affecting result
This was we don't have re-compo or viewport re-rendering happening when changing
nodes which are not connected to the output at all (for example when adding new
nodes or changing settings for unconnected nodes).

Only basic operations are covered for now. checks could be added to more tools
when needed.

Currently it's not fully optimal implementation, but seems to work fast enough.
Don't see reliable alternative to that -- keeping tag in the node wouldn't work
because of the node groups (which are probably already broken, but should be
easy to solve with current approach). So guess it's more matter of optimizing
path search from a node to output.

Before processing forward let's check whether it's indeed something we want
and whether the approach is indeed not fully bad.

Reviewers: campbellbarton, mont29

Subscribers: sebastian_k

Differential Revision: https://developer.blender.org/D1765
2016-03-02 17:58:34 +05:00
48ed9fcb78 Fix memory leak in point density
The issue was happening when having unconnected point density which
will cache data but will not free it because there's no actual call
to the actual sampling.

Now the idea is to make sure cache is zeroed on file load and undo
and then caching via RNA will free the data if any exists. This could
leave us with a single copy of cache in the node if it's not used,
but it's quite small amount of memory and it's not leaking.
2016-02-23 12:01:16 +01:00
ad26407b52 Cycles: Implement approximate reflectance profiles
Using this paper:

  http://graphics.pixar.com/library/ApproxBSSRDF/paper.pdf

This model gives less blurry results than the Cubic and Gaussian
we had implemented:

- Cubic: https://developer.blender.org/F279670
- Burley: https://developer.blender.org/F279671

The model is called "Christensen-Burley" in the interface, which
actually should be read as "Physically based" or "Realistic".

Reviewers: juicyfruit, dingto, lukasstockner97, brecht

Reviewed By: brecht, dingto

Subscribers: robocyte

Differential Revision: https://developer.blender.org/D1759
2016-02-04 13:27:23 +05:00
161e2343b7 Cleanup: minmac -> minmax & RE_render_ext naming
Use more conventional API word-ordering for RE_render_ext
2016-01-27 07:37:33 +11:00
8126b0222d Fix T47214: Keyed Particles don't render correctly when used for point density input
The issue was caused by different AABB used by Cycles and texture sampler.

Instead of trying to keep this two functions in sync we now do have an
utility call in the point density node to query the AABB.
2016-01-26 12:50:55 +01:00
cc55f97da9 Compositor: Add option to extend image bounds when blurring
It is handy when doing some roto work and it's required to blur some
mask or overaly before alpha-overing it on top of the footage.

Quite straightforward option with the only limitation that variable
size blur is not supported.

Reviewers: campbellbarton

Subscribers: hype, sebastian_k

Differential Revision: https://developer.blender.org/D1663
2016-01-14 16:13:55 +05:00