Commit Graph

4615 Commits

Author SHA1 Message Date
Brecht Van Lommel
93e0e716f3 Merge branch 'master' into blender2.8 2018-03-10 19:06:28 +01:00
Brecht Van Lommel
23ccf5767f Cycles: add roughness baking support, using squared roughness convention. 2018-03-10 18:37:33 +01:00
Brecht Van Lommel
7613ffc944 Cycles: switch to squared roughness convention for all nodes.
This was already done for the Principled BSDF to be compatible with typical
baked roughness maps in PBR workflows.
2018-03-10 18:05:01 +01:00
Brecht Van Lommel
d27158aae9 Merge branch 'master' into blender2.8 2018-03-10 06:55:39 +01:00
Brecht Van Lommel
8a76f8dac3 Code cleanup: fix compiler warning. 2018-03-10 06:51:52 +01:00
Brecht Van Lommel
1f5c5fa189 Fix T54279: viewport update bug with volume meshes.
Meshes without vertex normals were not handled correctly.
2018-03-10 06:27:19 +01:00
Brecht Van Lommel
3f2b88d195 Code refactor: reduce number of loops over meshes. 2018-03-10 06:27:19 +01:00
Brecht Van Lommel
07d0a87b5c Fix T54278: volume artifacts with small density and color after recent changes. 2018-03-10 06:27:19 +01:00
Brecht Van Lommel
d526b35ce2 Code cleanup: use spaces for aligned indentation. 2018-03-10 06:27:19 +01:00
Brecht Van Lommel
db333d9ea4 Cycles: support arbitrary number of motion blur steps for objects. 2018-03-10 06:27:19 +01:00
Brecht Van Lommel
78c2063685 Cycles: support arbitrary number of motion blur steps for cameras. 2018-03-10 06:27:19 +01:00
Brecht Van Lommel
267d892326 Code refactor: motion blur cleanups, preparing for next commit. 2018-03-10 04:54:05 +01:00
Brecht Van Lommel
6c4ddfc5d9 Code refactor: don't expose UpdateObjectTransformState in header. 2018-03-10 04:54:05 +01:00
Brecht Van Lommel
b66efbecf4 Code refactor: make Transform always affine, dropping last row.
This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
2018-03-10 04:54:05 +01:00
Brecht Van Lommel
623141f339 Code refactor: add DecomposedTransform.
This is in preparation of making Transform affine only, and also gives us
a little extra type safety so we don't accidentally treat it as a regular
4x4 matrix.
2018-03-10 04:54:05 +01:00
Brecht Van Lommel
516e82a900 Code refactor: add ProjectionTransform separate from regular Transform.
This is in preparation of making Transform affine only.
2018-03-10 04:54:04 +01:00
Brecht Van Lommel
cd15d87bfc Code refactor: avoid motion transform copy, remove unused curved code.
The purpose of the previous code refactoring is to make the code more readable,
but combined with this change benchmarks also render about 2-3% faster with an
NVIDIA Titan Xp.
2018-03-10 04:54:04 +01:00
Stefan Werner
f3010e98c3 Code refactor: use KernelShader and KernelParticle instead of float arrays.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
Stefan Werner
fa9175ff02 Code refactor: use KernelLight instead of float4 arrays.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
Stefan Werner
f66ff4ee86 Code refactor: use KernelOject struct instead of float4 array.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
Campbell Barton
49baf15a35 Merge branch 'master' into blender2.8 2018-03-07 14:31:53 +11:00
Sergey Sharybin
76122bc8f0 Cycles: Fix crash when building with no shading systems 2018-03-06 13:04:28 +01:00
Sergey Sharybin
ec904ed327 Cycles: Cleanup, indentation 2018-03-06 13:04:28 +01:00
Brecht Van Lommel
2adece9fbb Merge branch 'master' into blender2.8 2018-03-03 14:58:14 +01:00
Brecht Van Lommel
94b99949eb Fix T54202: Cycles crash rendering empty mesh volume after recent optimization. 2018-03-02 23:10:27 +01:00
Brecht Van Lommel
b6fe80ca19 Fix Cycle standalone build. 2018-03-02 19:56:22 +01:00
Sergey Sharybin
c327cf489c Merge branch 'master' into blender2.8 2018-03-02 16:42:27 +01:00
Mai Lavelle
f2a2d5492b Cycles: Fix building of OpenCL kernels after volume optimization commit
OpenCL is C based, so no support for operators.

Related commit: 7377d411b4
2018-03-02 04:53:13 -05:00
Kévin Dietrich
1852e702ab Merge branch 'master' into blender2.8 2018-03-01 11:56:01 +01:00
Kévin Dietrich
7377d411b4 Cycles volume: fast empty space optimization by generating a tight mesh
around the volume.

We generate a tight mesh around the active voxels of the volume in order
to effectively skip empty space, and start volume ray marching as close
to interesting volume data as possible. See code comments for details on
how the mesh generation algorithm works.

This gives up to 2x speedups in some scenes.

Reviewed by: brecht, dingto

Reviewers: #cycles

Subscribers: lvxejay, jtheninja, brecht

Differential Revision: https://developer.blender.org/D3038
2018-03-01 11:54:01 +01:00
Campbell Barton
b5cc55c822 Merge branch 'master' into blender2.8 2018-03-01 16:48:13 +11:00
Brecht Van Lommel
7f86afec9d Cycles: don't count volume boundaries as transparent bounces.
This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.

For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
2018-03-01 01:21:29 +01:00
Brecht Van Lommel
33b6f944c6 Merge branch 'master' into blender2.8 2018-02-28 21:34:09 +01:00
Brecht Van Lommel
8cc7f48581 Cycles: principled absorption color now has more effect at lower values. 2018-02-28 20:11:53 +01:00
Dalai Felinto
382218beb2 Point cache: Pass EvaluationContext for all the related functions
Now the only missing bit seems to be in Cycles to pass depsgraph to
builtin_image_float_pixels().

Ideally we could get evaluation context instead of using depsgraph + settings.
But for the other rna EvaluationContext functions this is how we are doing.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3087
2018-02-28 13:55:56 -03:00
Brecht Van Lommel
11100faa5c Merge branch 'master' into blender2.8 2018-02-28 00:08:16 +01:00
Brecht Van Lommel
2eb94be750 Code cleanup: refactor Cycles image metadata retrieval to use a struct. 2018-02-27 23:42:30 +01:00
Dalai Felinto
000002e42d Cycles point density texture
This still does not make point density to work in Cycles, but at least it pass
the depsgraph down the line.

Note this was working fine before the depsgraph/render refactor to pass
evaluated depsgraph to the engines.
2018-02-27 18:25:54 -03:00
Brecht Van Lommel
828f545213 Fix Cycles to mostly work with render layer / depsgraph changes.
Point density texture and motion blur are still broken, and many more changes
are needed in general to used evaluated datablocks.
2018-02-27 18:25:54 -03:00
Dalai Felinto
06420c5fe8 Refactor depsgraph/render logic to serve evaluated depsgraph to engines
User notes
----------
Compositing, rendering of multi-layers in Eevee should be fully working now.

Development notes
-----------------
Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.

Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.

At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame.  So I got rid of most of the partial
update calls we had during the render pipeline.

Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3073
2018-02-27 18:25:54 -03:00
Brecht Van Lommel
a44b08a6c4 Merge branch 'master' into blender2.8 2018-02-23 19:02:49 +01:00
Brecht Van Lommel
0aec2dcd3a Cycles: add Principled Volume shader.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.

Differential Revision: https://developer.blender.org/D3033
2018-02-23 18:57:58 +01:00
Brecht Van Lommel
acd619d7c9 Cycles: change smoke color grid to not include density multiplied in.
This breaks backwards compatibility some, making smoke colors brighters
than before. But it is also more correct this way.
2018-02-23 18:57:58 +01:00
Brecht Van Lommel
a963c7d48d Code refactor: improve attribute handling for optional volume attributes.
A volume shader should be able to request attributes, and still be rendered
as homogeneous if no volume attributes are available for the object.
2018-02-23 18:57:58 +01:00
Brecht Van Lommel
04896d223d Smoke: add temperature grid, with values 0..1 corresponding to 0..1000K. 2018-02-23 18:57:58 +01:00
Brecht Van Lommel
257cf86a05 Merge branch 'master' into blender2.8 2018-02-22 00:59:32 +01:00
Brecht Van Lommel
5d5c6bb5ef Cycles: add Russian roulette termination for volume multiple scattering.
This mainly helps with dense volumes, rendering can be 30% faster with
little noise increase in such scenes.
2018-02-22 00:55:32 +01:00
Brecht Van Lommel
2d81758aa6 Cycles: better path termination for transparency.
We now continue transparent paths after diffuse/glossy/transmission/volume
bounces are exceeded. This avoids unexpected boundaries in volumes with
transparent boundaries. It is also required for MIS to work correctly with
transparent surfaces, as we also continue through these in shadow rays.

The main visible changes is that volumes will now be lit by the background
even at volume bounces 0, same as surfaces.

Fixes T53914 and T54103.
2018-02-22 00:55:32 +01:00
Brecht Van Lommel
6a48a9dc6e Code cleanup: fix incorrect socket names in hair and particle info nodes. 2018-02-22 00:55:11 +01:00
Brecht Van Lommel
9a5be1fba9 Fix incorrect OSL raytype bits and add some comments. 2018-02-21 17:56:26 +01:00