Discard the whole volume stack on the last bounce (but keep
world volume if present).
Volumes are expected to be closed manifol meshes, meaning if
ray entered the volume there should be an intersection event
of ray exisintg the volume. Case when ray hit nothing and
there are still non-world volumes in the stack can happen in
either of cases.
1. Mesh is not closed manifold.
Such configurations are not really supported anyway and should
not be used.
Previous code would have consider the infinite length of the
ray to sample across, so render result wasn't really correct
anyway.
2. Exit intersection is more far away than the camera far
clip distance.
This case also will behave differently now, but previously it
wasn't really correct either, so it's not like we're breaking
something which was working as expected.
3. We missed exit event due to intersection precision issues.
This is exact the case which this patch fixes and avoid
fireflies.
4. Volume has Camera only visibility (all the rest visibility
is set to off)
This is what could be considered a regression but could be
solved quite easily by checking volume stack's objects flags
and keep entries which doesn't have Volume Scatter visibility
(or even better: ensure Volume Scatter visibility for objects
with volume closure),
Fixes T46108: Cycles - Overlapping emissive volumes generates unexpected bright hotspots around the intersection
Also fixes fireflies appearing on the edges of cube with
emissive volue.
Reviewers: juicyfruit, brecht
Reviewed By: brecht
Maniphest Tasks: T46108
Differential Revision: https://developer.blender.org/D2212
//ui_item_enum_expand// function replaces all pie menu's sub-layouts with radial layout. It should replace only root layout.
To reproduce the issue paste the code in Blender's text editor and press Run Script button.
```
import bpy
class VIEW3D_PIE_template(bpy.types.Menu):
bl_label = "Select Mode"
def draw(self, context):
layout = self.layout.menu_pie()
layout.column().prop(
context.scene.render.image_settings, "color_mode", expand=True)
def register():
bpy.utils.register_class(VIEW3D_PIE_template)
def unregister():
bpy.utils.unregister_class(VIEW3D_PIE_template)
if __name__ == "__main__":
register()
bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")
```
Differential Revision: https://developer.blender.org/D2394 by @raa
Reading rest of the code, it's obvious we want to start à YOFF lines
from start of rect2i, so we have to also multiply by number of
components.
Also did some minor cleanup.
Code was not accounting for possibilities that width or height of given
buffers may be smaller than XOFF/YOFF...
Note that I seriously doubt that drop code actually works (as in, gives
expected results) when applied to tiles like it seems to be done
currently, but this is much more complex (and involved) topic.
compiled.
This adds a short message to the smoke, remesh and boolean modifiers' UI
when trying to use them when their compilation was turned off. This was
already implemented for the fluid and ocean simulation modifiers.
This also makes the 'quick fluid' and 'quick smoke' operator abort and
report when trying to use them when unavailable.
This kind of keeps threads "warmer" and should in theory give better
cache coherency bringing some %% of speedup. It was already tested
few months ago and it gave few % speedup in barber shop, but was
reverted due to some bone popping. The popping is now fixed so it
should be fine to use new scheduling policy.
This sets forces to zero, when Nabla is zero and a grayscale texture is
used or texture mode is Gradient or Curl.
Nabla equal to zero was causing a zero division, and forces ended up
being set to `nan`.
Reviewed By: mont29
Differential Revision: http://developer.blender.org/D2393
Own error when changing order,
moving experimental features last made some sense,
but causes them to be listed twice.
Reorder and comment to avoid it happening again.
- Expand overly dense & confusing delta assignments.
- Replace bit shift with multiply.
Also link to 'clipped' version of this function
which may be useful to add later.
The Progress system in Cycles had two limitations so far:
- It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
- Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.
This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.
Along with that, some unused variables were removed from the Progress and Session classes.
Reviewers: brecht, sergey, #cycles
Subscribers: brecht, candreacchio, sergey
Differential Revision: https://developer.blender.org/D2214
Quite handy for debugging.
Unfortunately, this doesn't support viewport tweaks yet since those
require GLSL for colorspace conversion. Maybe this will be implemented
as well one day in the future..
They are defined for MSVC but seems to be missing in GCC and CLang-3.8.
Maybe some further tweaks to policy when to define those functions is
needed, but should be fine for now.
I can no longer reproduce crash with neither of the files where
the crash was originally visible. This is something where other
changes (light threshold, sampling) had an effect and made code
to work as it is supposed to. Could have been optimizator issue
or something like that.
Let's see if we hit same issue again.
`IMB_remakemipmap` may 'shrink' the mipmap list without actually freeing
anything, so we need to check all possible levels in `imb_freemipmapImBuf`
to avoid memory leaks, not only those currently used.
In ccgDM and emDM, looptri array recalculation was being handled
directly by `*DM_getLoopTriArray` (`getLoopTriArray` callback), while
`*DM_recalcLoopTri` (`recalcLoopTri` callback) was doing nothing.
This results in the array not being recalculated when other functions
that depend on the array data called the recalc function.
This moves all the recalculation code to `*DM_recalcLoopTri` and makes
`*DM_getLoopTriArray` call that.
This commit also makes a minor change to the `getNumLoopTri` function,
so that it returns the correct number without having to recalculate the
looptri array.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2375
There were two cases where correlation issues were obvious:
- File from T38710 was giving issues in 2.78a again
- File from T50116 was having totally different shadow between
sample 1 and sample 32.
Use some more simplified version of CMJ hash which seems to give
nice randomized value which solves the correlation.
This commit will break all unit test files, but it's a bug fix
so perhaps OK to commit this.
This also fixes T41143: Sobol gives nonuniform noise
Proper science paper about hash function is coming.
Reviewers: brecht
Reviewed By: brecht
Subscribers: lukasstockner97
Differential Revision: https://developer.blender.org/D2385
Most of them are harmless implicit conversions (e.g. Alembic deals with
doubles for storing time information when Blender uses both ints and
floats/doubles) or class/struct mismatch on forward declarations.