Commit Graph

1801 Commits

Author SHA1 Message Date
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
55c88e5582 Alembic procedural: fix crash when cancelling a render during
synchronization
2021-02-03 19:15:49 +01:00
d0f59d3842 Fix T85144: Cycles crashes when editing render properties in viewport
rendering

Issue was caused by the sample pattern LUT always being freed and not
rebuilt when properties driving its dimensions were modified.
2021-01-29 17:35:28 +01:00
fc669a4c3e Cleanup: spelling 2021-01-27 15:28:24 +11:00
ae5c15bb43 Merge branch 'blender-v2.92-release' 2021-01-26 17:51:51 +01:00
c51a5b204c Fix T85048: Cycles sculpt vertex color issues after recent changes
Attribute fields were not fully copied.

Ref D10208
2021-01-26 15:32:05 +01:00
Charles Flèche
76ab0381d1 Fix Cycles standalone compilation following API changes
The changes to the socket API were not applied to the standalone app.

Also modify Camera.compute_auto_viewplane() to use Camera.full_width and Camera.full_height as it is not possible to publicly access Camera.width and Camera.height anymore, so the aspect ratio could be computed with stale data.

Differential Revision: https://developer.blender.org/D9961
2021-01-26 14:39:32 +01:00
4fc54ddae1 Cleanup: spelling 2021-01-26 07:50:40 +11:00
93e3aed041 Merge branch 'blender-v2.92-release' 2021-01-25 11:48:53 -06:00
04f91bce53 Fix build error after Cycles Amembic procedural commit 2021-01-25 16:15:35 +01:00
b64f0fab06 Cycles: internal support for Alembic procedurals
The implementation is currently optimized to load animation sequences once
and then quickly scrubbing through them. Later on an option should be added
to optimize for memory usage and only load the current frame into memory.

Currently mesh and curve objects are supported, including support for UV and
vertex color attributes. Missing still is support for arbitrary attributes and
motion blur, as well as better handling of changing topology. Shader assignments
are made using FaceSets found in the Alembic archive.

The animation (and constant) data of the objects inside the Alembic archive is
loaded at once at the beginning of the render and kept inside a cache. At each
frame change we simply update the right socket of the corresponding Cycles node
if the data is animated. This allows for fast playback in the viewport
(depending on the scene size and compute power).

Note this is not yet exposed in the Blender UI, it's a feature that is still under
development and not ready for general use.

Ref T79174, D3089
2021-01-25 15:51:42 +01:00
2e67191c86 Cycles: internal support for the concept of procedurals
Procedurals are nodes in the scene that can generate an arbitrary number of
other nodes at render time. This will be used to implement an Alembic procedural
that can load an Alembic file into Cycles nodes. In the future we also expect to
have a USD procedural.

Direct loading of such files at render time is a standard feature in other
production renderers. Reasons to support this are memory usage and performance,
delayed loading of heavy scene data until rendering, Cycles standalone rendering
using standard file formats beyond our XML files, and shared functionality for
Cycles integration in multiple 3D apps.

Ref T79174, D3089
2021-01-25 15:51:38 +01:00
ef6d652428 Fix T83344: Cycles baking with progressive refine fails on GPU 2021-01-25 14:27:01 +01:00
7a0281914e Fix T85010: Cycles viewport not showing certain material changes when using GPU compute
Modifications to triangle shader association were not considered when checking for updates and the associated device data array was not tagged as modified so it was not resent to the device(s).
2021-01-25 07:40:49 +01:00
9c088b1b97 Cleanup: spelling 2021-01-24 16:06:58 +11:00
bbe6d44928 Cycles: optimize device updates
This optimizes device updates (during user edits or frame changes in
the viewport) by avoiding unnecessary computations. To achieve this,
we use a combination of the sockets' update flags as well as some new
flags passed to the various managers when tagging for an update to tell
exactly what the tagging is for (e.g. shader was modified, object was
removed, etc.).

Besides avoiding recomputations, we also avoid resending to the devices
unmodified data arrays, thus reducing bandwidth usage. For OptiX and
Embree, BVH packing was also multithreaded.

The performance improvements may vary depending on the used device (CPU
or GPU), and the content of the scene. Simple scenes (e.g. with no adaptive
subdivision or volumes) rendered using OptiX will benefit from this work
the most.

On average, for a variety of animated scenes, this gives a 3x speedup.

Reviewed By: #cycles, brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D9555
2021-01-22 16:08:25 +01:00
3fd92b5c22 Fix T83344: Cycles baking + progressive refine fails 2021-01-21 15:12:17 +01:00
aff7d59986 Fix T84908: Cycles GPU + CPU and denoising failure after recent fix 2021-01-21 13:20:05 +01:00
10d2cbfa36 Fix T84872: OptiX GPU + CPU rendering uses branched path samples
Branched path tracing is not supported for OptiX, and it would still use the
number of AA samples from there when branched path was enabled by the user
earlier but auto disabled and hidden in the UI when using OptiX.

Ref D10159
2021-01-20 14:59:23 +01:00
1451f7d093 Fix T84813: enabling Cycles OpenImageDenoise during GPU viewport render fails 2021-01-20 14:59:23 +01:00
4a09907eab Fix T84049: Crash when using Cycles Progressive Refine with OptiX+CPU
Tile stealing may steal a CPU tile buffer and move it to the GPU, but next time around that
tile may be re-used on the CPU again (in progressive refinement mode). The buffer would
still be on the GPU then though, so is inaccessible to the CPU. As a result Blender crashed
when the CPU tried to write results to that tile buffer.
This fixes that by ensuring a stolen tile buffer is moved back to the device it is used on before
rendering.
2021-01-20 14:40:27 +01:00
4fde594fda Fix T84650: CPU render + OptiX denoiser leaves empty tiles unprocessed
The OptiX denoiser is part of the OptiX device, so to the tile manager looks like a GPU device. As a
result the tile stealing implementation erroneously stole CPU tiles and moved them to that OptiX
device, even though in this configuration the OptiX device was only set up for denoising and not
rendering. Launching the render kernel therefore caused a crash because of a missing AS etc.
This fixes that by ensuring tiles can only be stolen by devices that support render tiles.
2021-01-18 15:30:25 +01:00
2cd091e9c7 Fix Cycles not taking into account CYCLES_SHADER_PATH for finding stdcycles.h
Contributed by howetuft.

Differential Revision: https://developer.blender.org/D9973
2021-01-13 12:12:36 +01:00
b70f4a265a Fix T84496: Cycles: Tile stealing does not work with NLM
Reviewed By: brecht

Maniphest Tasks: T84496

Differential Revision: https://developer.blender.org/D10066
2021-01-11 21:04:49 +01:00
166c0db3f9 Fix T83915: Subdivision Surface modifier causes visual artifacts in Cycles rendered viewport - CPU and OptiX
Changing the geometry in the current scene caused the primitive offsets for all geometry to
change, but the values would not be updated in all bottom-level BVH structures. Rendering
artifacts and crashes where the result. This fixes that by ensuring all BVH structures are
updated when the primitive offsets change.
2021-01-05 17:59:38 +01:00
fe440a92e9 Cleanup: compiler warning 2020-12-24 14:19:21 +01:00
29cd99e7fd Cycles: remove surface area computation for meshes with OSL
This is relatively expensive and as per the OSL spec, this value is not
expected to be meaningful for non-light shaders. This makes viewport updates
a little faster.

As a side effect also fixes T82723, viewport refresh issue with volume density.
2020-12-24 13:53:33 +01:00
dad5aded0c Fix T84006: Cycles AOV not written with some mix shader node set ups 2020-12-22 14:25:50 +01:00
1b130f17c9 Cleanup: make format 2020-12-15 12:01:45 +01:00
Joan Bonet Orantos
68d5ad9983 Fix T75539: Cycles missing geometry update when switching displacement method
The shaders were not tagged for a needed geometry update when the displacement method was modified, neither were the Geometry and Object managers.

Reviewed By: kevindietrich

Maniphest Tasks: T75539

Differential Revision: https://developer.blender.org/D8896
2020-12-14 13:44:29 +01:00
Valdemar Lindberg
93c67b0b8e Fix T83586: Cycles failing to load OpenEXR image with EXR RGBAZ channels
Don't refuse to load 5-channel images, instead drop any channels after the 4th
and hope that the first channels represent RGBA.

Differential Revision: https://developer.blender.org/D9820
2020-12-11 19:36:09 +01:00
c6626a2f8a Cleanup: compiler warnings
If you mark one function as override in a class, all must be marked.
2020-12-11 17:37:31 +01:00
bfb6fce659 Cycles: Add CPU+GPU rendering support with OptiX
Adds support for building multiple BVH types in order to support using both CPU and OptiX
devices for rendering simultaneously. Primitive packing for Embree and OptiX is now
standalone, so it only needs to be run once and can be shared between the two. Additionally,
BVH building was made a device call, so that each device backend can decide how to
perform the building. The multi-device for instance creates a special multi-BVH that holds
references to several sub-BVHs, one for each sub-device.

Reviewed By: brecht, kevindietrich

Differential Revision: https://developer.blender.org/D9718
2020-12-11 13:24:29 +01:00
548e9624d0 Fix T82852: Cycles crashes when editing a mesh with adaptive subdivision
The issue is caused by stale data on the Mesh Node which is not cleared
during synchronizing since the socket API refactor so that we can detect
changes. However, synchronization only updates the sockets of the Mesh,
so other properties were left with outdated values.

This caused an underflow when computing attribute size for undisplaced
coordinates as it was using the current number of vertices minus the
previous count of subdivision vertices, which at this point should be 0.

Added a simple method to clear non socket data. Also modified
Mesh.add_undisplaced to always use an ATTR_PRIM_GEOMETRY as the data is
not subdivided yet and it avoids any further issues regarding computing
attribute sizes.
2020-12-10 02:31:25 +01:00
84451f89f5 Fix T83300: constant scene refreshing in Cycles with empty volumes
This infinite loop is caused by a conflict between the volume mesh
creation which unintentionally clears the shaders before early exiting
when no grid is found, and the Blender exporter which adds back the
shaders causing us to reupdate as the shaders changed.

To fix this simply preserve the shaders on the Volume node.
2020-12-02 11:18:45 +01:00
c986e46be7 Cleanup: avoid harmless but unnecessary float division by zero 2020-11-30 13:40:33 +01:00
25266caa45 Cleanup: spelling 2020-11-20 11:39:22 +11:00
797dfa6a0a Merge branch 'blender-v2.91-release'
Conflicts:
	source/blender/editors/render/render_opengl.c
	source/blender/sequencer/intern/effects.c
2020-11-17 04:10:51 +01:00
4095835db1 Cycles: Fix compilation error and warning without OPENVDB 2020-11-17 01:31:33 +01:00
5d13cb5c2a Merge branch 'blender-v2.91-release' 2020-11-16 19:30:37 +01:00
457d537fe4 Fix T82673: Cycles crash with zero emission strength and linked emission color 2020-11-16 19:29:59 +01:00
13ec512f4b Fix T81983: volume tiles missing in Cycles renders
The OpenVDB data structure can store voxel data in leaf nodes or tiles
when all the nodes in a given region have a constant value. However,
Cycles is using the leaf nodes to generate the acceleration structure
for computing volume intersections which did not include constant tiles.

To fix this, we simply voxelize all the active tiles prior to generating
the volume bounding mesh. As we are using a MaskGrid, this will not
allocate actual voxel buffers for each leaf, so the memory usage will be
kept low.

Differential Revision: https://developer.blender.org/D9557

Reviewed by: brecht, JacquesLucke
2020-11-16 17:55:39 +01:00
b6988de22a Merge branch 'blender-v2.91-release' 2020-11-12 20:30:14 +01:00
d59fa12f2a Fix T82607: crash cancelling Cycles render during adaptive subdivision update
Now that the Blender sync mechanism deletes nodes from the scene, we need to
ensure scene update is stopped before we do this.

Also add some more early out in scene geometry update to ensure we do not
continue working on incomplete geometry data, though that was not the cause of
this crash.
2020-11-12 20:14:12 +01:00
ddc6a45a54 Cleanup: compiler warning 2020-11-12 19:52:04 +01:00
5c01ecd2bf Fix T82516: Cycles crash updateding animated volumes after NanoVDB
Two issues:
* Automatic deduplication of OpenVDB grid data was failing when Cycles had
  already cleared the OpenVDB grid, causing an empty grid. Instead rely on
  Blender return the same OpenVDB grid pointer when deduplication is possible.
* The volume bounds mesh was not properly cleared when the OpenVDB grid was
  empty, causing a mismatch between mesh and voxel data.
2020-11-12 19:48:59 +01:00
a284e559b9 Fix T82561: shader compilation crashes in OSL
The "type" sockets on shader nodes were renamed in rB31a620b9420cab to
avoid clashes with the `NodeType type` member from the Node base class,
but the OSL shader compilation was missing those changes.
2020-11-10 16:05:47 +01:00
118e31a0a9 Cycles: Fix tricubic sampling with NanoVDB
Volumes using tricubic sampling were producing different results with NanoVDB compared
to dense textures. This fixes that by using the same tricubic sampling algorithm in both
cases. It also fixes some remaining offset issues and some minor things that broke OpenCL
kernel compilation on NVIDIA.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D9491
2020-11-09 12:37:47 +01:00
Robert Guetzkow
69e567cfe8 Merge branch 'blender-v2.91-release' 2020-11-05 21:35:27 +01:00
b053312bdd Fix T80043: missing Cycles displacement update when relinking output sockets 2020-11-05 19:35:39 +01:00