Now it shows more compact info below the view/object name. Render time and
memory usage is left out, as in most cases this is not so important. These
could be added back optionally if needed.
Note that this is turned off by default and must be enabled at build time with the CMake WITH_CYCLES_EMBREE flag.
Embree must be built as a static library with ray masking turned on, the `make deps` scripts have been updated accordingly.
There, Embree is off by default too and must be enabled with the WITH_EMBREE flag.
Using Embree allows for much faster rendering of deformation motion blur while reducing the memory footprint.
TODO: GPU implementation, deduplication of data, leveraging more of Embrees features (e.g. tessellation cache).
Differential Revision: https://developer.blender.org/D3682
Mainly useful for debugging. Previously, when AVX2 was disabled
in the debug panel but BVH layout was kept on BVH8 nothing was
rendered.
Needed to make it so supported BVH layout mask for devices is
queried in "dynamic", so it is possible to use DebugFlags there.
Needed for the animation denoiser since the denoising filter is done separately there.
Reviewers: brecht, sergey
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3833
This allows for extra output passes that encode automatic object and material masks
for the entire scene. It is an implementation of the Cryptomatte standard as
introduced by Psyop. A good future extension would be to add a manifest to the
export and to do plenty of testing to ensure that it is fully compatible with other
renderers and compositing programs that use Cryptomatte.
Internally, it adds the ability for Cycles to have several passes of the same type
that are distinguished by their name.
Differential Revision: https://developer.blender.org/D3538
Apparently quite a few users would like to have the noisy pass available when using the denoiser, and since it's being generated anyways we might as well expose it by default.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3608
Gathers information about object geometry and textures. Very basic at
this moment, but need to start somewhere.
Things which needs to be included still:
- "Runtime" information, like BVH. While it is not directly controllable
by artists, it's still important to know.
- Device array sizes. Again, not under artists control, but is added to
the overall size.
- Memory peak at different synchronization stages.
At this point it simply prints info to the stdout after F12 is done,
need better control over that too.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3566
There is no reason or justification to have helper functions as
class methods: they do not depend on anything in the class itself.
There are probably more cases like that.
This is a physically-based, easy-to-use shader for rendering hair and fur,
with controls for melanin, roughness and randomization.
Based on the paper "A Practical and Controllable Hair and Fur Model for
Production Path Tracing".
Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google
Summer of Code 2018.
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.
Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D3503
This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.
Differential Revision: https://developer.blender.org/D3537