Storm Hydra render addon #104597

Merged
Brecht Van Lommel merged 22 commits from BogdanNagirniak/blender-addons:storm-hydra-addon into main 2023-08-04 17:02:11 +02:00
7 changed files with 111 additions and 99 deletions
Showing only changes of commit 163daadfdf - Show all commits

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@ -5,18 +5,17 @@
bl_info = {
"name": "Hydra render engine: Storm",
"name": "Hydra Storm render engine",
brecht marked this conversation as resolved Outdated

Hydra render engine: Storm -> Hydra Storm render engine

Hydra render engine: Storm -> Hydra Storm render engine
"author": "AMD",
"version": (1, 0, 0),
"blender": (3, 5, 0),
"location": "Info header > Render engine menu",
"description": "Storm GL delegate for Hydra render engine",
"description": "USD's high performance rasterizing renderer",
brecht marked this conversation as resolved Outdated

This is outdated, the render engine choice hasn't been there since 2.8.

This is outdated, the render engine choice hasn't been there since 2.8.
"tracker_url": "",
brecht marked this conversation as resolved

"GL" is not accurate for Metal and Vulkan.

I'm also not sure "Storm GL delegate for Hydra render engine" means.

"GL" is not accurate for Metal and Vulkan. I'm also not sure "Storm GL delegate for Hydra render engine" means.
"doc_url": "",
"community": "",
"downloads": "",
"main_web": "",
"support": 'TESTING',
"support": 'OFFICIAL',
"category": "Render"
brecht marked this conversation as resolved

TESTING -> OFFICIAL

TESTING -> OFFICIAL
}

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@ -11,22 +11,17 @@ import bpy_hydra
class StormHydraRenderEngine(bpy_hydra.HydraRenderEngine):
bl_idname = 'StormHydraRenderEngine'
bl_label = "Hydra: Storm"
bl_info = "Hydra Storm (OpenGL) render delegate"
bl_label = "Hydra Storm"
brecht marked this conversation as resolved Outdated

Hydra: Storm -> Hydra Storm

Hydra: Storm -> Hydra Storm
bl_info = "USD's high performance rasterizing renderer"
brecht marked this conversation as resolved Outdated

(OpenGL) is not accurate for Metal and Vulkan

(OpenGL) is not accurate for Metal and Vulkan
bl_use_preview = False
bl_use_gpu_context = True
delegate_id = 'HdStormRendererPlugin'
@classmethod
def register(cls):
super().register()
bpy_hydra.register_plugins([str(Path(__file__).parent / "plugin")])
def get_render_settings(self, engine_type):
settings = bpy.context.scene.hydra_storm
settings = bpy.context.scene.hydra_storm.viewport if engine_type == 'VIEWPORT' else \
bpy.context.scene.hydra_storm.final
return {
'enableTinyPrimCulling': settings.enable_tiny_prim_culling,
'volumeRaymarchingStepSize': settings.volume_raymarching_step_size,

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@ -1,3 +0,0 @@
{
"Includes": [ "usd/*/resources/" ]
}

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@ -1,22 +0,0 @@
{
"Plugins": [
{
"Info": {
"Types": {
"HdStormRendererPlugin": {
"bases": [
"HdRendererPlugin"
],
"displayName": "GL",
"priority": 0
}
}
},
"LibraryPath": "",
"Name": "hdStorm",
"ResourcePath": "resources",
"Root": "..",
"Type": "library"
}
]
}

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@ -1,3 +0,0 @@
{
"Includes": [ "*/resources/" ]
}

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@ -7,11 +7,11 @@ import bpy
class Properties(bpy.types.PropertyGroup):
bl_type = None
type = None
brecht marked this conversation as resolved Outdated

Don't use bl_ prefix, that is meant for native Blender class members.

Don't use `bl_` prefix, that is meant for native Blender class members.
@classmethod
def register(cls):
cls.bl_type.hydra_storm = bpy.props.PointerProperty(
cls.type.hydra_storm = bpy.props.PointerProperty(
name="Hydra Storm",
description="Hydra Storm properties",
type=cls,
@ -19,12 +19,10 @@ class Properties(bpy.types.PropertyGroup):
@classmethod
def unregister(cls):
del cls.bl_type.hydra_storm
del cls.type.hydra_storm
class SceneProperties(Properties):
bl_type = bpy.types.Scene
class RenderProperties(bpy.types.PropertyGroup):
enable_tiny_prim_culling: bpy.props.BoolProperty(
name="Tiny Prim Culling",
description="Enable Tiny Prim Culling",
@ -36,22 +34,30 @@ class SceneProperties(Properties):
default=1.0,
)
volume_raymarching_step_size_lighting: bpy.props.FloatProperty(
name="Volume Raymarching Step Size",
name="Volume Raymarching Step Size Lighting",
description="Step size when raymarching volume for lighting computation",
default=10.0,
brecht marked this conversation as resolved

This is name should not be identical to the one for volume_raymarching_step_size

This is name should not be identical to the one for volume_raymarching_step_size
)
volume_max_texture_memory_per_field: bpy.props.FloatProperty(
name="Volume Max Texture Memory Per Field",
name="Max Texture Memory Per Field",
description="Maximum memory for a volume field texture in Mb (unless overridden by field prim)",
default=128.0,
)
max_lights: bpy.props.IntProperty(
name="Max Lights",
description="Maximum number of lights",
default=16, min=0,
description="Limit maximum number of lights",
default=16, min=0, max=16,
)
brecht marked this conversation as resolved

What happens when the maximum is reach? Why is the default only 16? This needs a better explanation in the description.

What happens when the maximum is reach? Why is the default only 16? This needs a better explanation in the description.
Review
It comes from source code https://github.com/PixarAnimationStudios/USD/blob/release/pxr/imaging/hdSt/renderDelegate.cpp#L70

Can you figure out what it does so it can be explained in the description for users?

Can you figure out what it does so it can be explained in the description for users?
class SceneProperties(Properties):
type = bpy.types.Scene
final: bpy.props.PointerProperty(type=RenderProperties)
viewport: bpy.props.PointerProperty(type=RenderProperties)
register, unregister = bpy.utils.register_classes_factory((
RenderProperties,
SceneProperties,
))

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@ -19,20 +19,94 @@ class Panel(bpy.types.Panel):
return context.engine in cls.COMPAT_ENGINES
class STORM_HYDRA_RENDER_PT_render_settings(Panel):
#
# FINAL RENDER SETTINGS
brecht marked this conversation as resolved Outdated

Does this really apply to final renders only, not the viewport?

Does this really apply to final renders only, not the viewport?

I will add addition panel for viewport.

I will add addition panel for viewport.
#
class STORM_HYDRA_RENDER_PT_final(Panel):
"""Final render delegate and settings"""
bl_label = "Storm Render Settings"
bl_idname = 'STORM_HYDRA_RENDER_PT_final'
bl_label = "Storm Final Settings"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
settings = context.scene.hydra_storm
settings = context.scene.hydra_storm.final
layout.prop(settings, 'enable_tiny_prim_culling')
layout.prop(settings, 'max_lights')
class FinalPanel(bpy.types.Panel):
bl_parent_id = STORM_HYDRA_RENDER_PT_final.bl_idname
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_options = {'DEFAULT_CLOSED'}
def settings(self, context):
return context.scene.hydra_storm.final
class STORM_HYDRA_RENDER_PT_volume_final(FinalPanel):
bl_label = "Volume Raymarching"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
settings = self.settings(context)
col = layout.column(align=True)
col.prop(settings, "volume_raymarching_step_size", text="Step Size")
col.prop(settings, "volume_raymarching_step_size_lighting", text="Step Size Lightning")
col.prop(settings, "volume_max_texture_memory_per_field")
#
# VIEWPORT RENDER SETTINGS
#
class STORM_HYDRA_RENDER_PT_viewport(Panel):
"""Viewport render delegate and settings"""
bl_idname = 'STORM_HYDRA_RENDER_PT_viewport'
bl_label = "Storm Viewport Settings"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
settings = context.scene.hydra_storm.viewport
layout.prop(settings, 'enable_tiny_prim_culling')
layout.prop(settings, 'max_lights')
class ViewportPanel(bpy.types.Panel):
bl_parent_id = STORM_HYDRA_RENDER_PT_viewport.bl_idname
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_options = {'DEFAULT_CLOSED'}
def settings(self, context):
return context.scene.hydra_storm.viewport
class STORM_HYDRA_RENDER_PT_volume_viewport(ViewportPanel):
bl_label = "Volume Raymarching"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
settings = self.settings(context)
col = layout.column(align=True)
col.prop(settings, "volume_raymarching_step_size", text="Step Size")
col.prop(settings, "volume_raymarching_step_size_lighting", text="Step Size Lightning")
col.prop(settings, "volume_max_texture_memory_per_field")
class STORM_HYDRA_LIGHT_PT_light(Panel):
"""
Physical light sources
@ -89,7 +163,10 @@ class STORM_HYDRA_LIGHT_PT_light(Panel):
register_classes, unregister_classes = bpy.utils.register_classes_factory((
STORM_HYDRA_RENDER_PT_render_settings,
STORM_HYDRA_RENDER_PT_final,
STORM_HYDRA_RENDER_PT_volume_final,
STORM_HYDRA_RENDER_PT_viewport,
STORM_HYDRA_RENDER_PT_volume_viewport,
STORM_HYDRA_LIGHT_PT_light,
))
@ -98,52 +175,15 @@ register_classes, unregister_classes = bpy.utils.register_classes_factory((
def get_panels():
# follow the Cycles model of excluding panels we don't want
exclude_panels = {
'DATA_PT_area',
'DATA_PT_falloff_curve',
'DATA_PT_shadow',
'DATA_PT_spot',
'DATA_PT_sunsky',
'DATA_PT_light',
'MATERIAL_PT_diffuse',
'MATERIAL_PT_flare',
'MATERIAL_PT_halo',
'MATERIAL_PT_mirror',
'MATERIAL_PT_options',
'MATERIAL_PT_pipeline',
'MATERIAL_PT_shading',
'MATERIAL_PT_shadow',
'MATERIAL_PT_specular',
'MATERIAL_PT_sss',
'MATERIAL_PT_strand',
'MATERIAL_PT_transp',
'MATERIAL_PT_volume_density',
'MATERIAL_PT_volume_integration',
'MATERIAL_PT_volume_lighting',
'MATERIAL_PT_volume_options',
'MATERIAL_PT_volume_shading',
'MATERIAL_PT_volume_transp',
'RENDERLAYER_PT_layer_options',
'RENDERLAYER_PT_layer_passes',
'RENDERLAYER_PT_views',
'RENDER_PT_antialiasing',
'RENDER_PT_bake',
'RENDER_PT_motion_blur',
'RENDER_PT_performance',
'RENDER_PT_freestyle',
'RENDER_PT_post_processing',
'RENDER_PT_shading',
'RENDER_PT_simplify',
'RENDER_PT_stamp',
'SCENE_PT_simplify',
'SCENE_PT_audio',
'WORLD_PT_ambient_occlusion',
'WORLD_PT_environment_lighting',
'WORLD_PT_gather',
'WORLD_PT_indirect_lighting',
'WORLD_PT_mist',
'WORLD_PT_preview',
'WORLD_PT_world',
'DATA_PT_light',
'DATA_PT_spot',
'NODE_DATA_PT_light',
'DATA_PT_falloff_curve',
'RENDER_PT_post_processing',
'RENDER_PT_simplify',
'SCENE_PT_audio',
'RENDER_PT_freestyle'
}
include_eevee_panels = {
'MATERIAL_PT_preview',