Commit Graph

552 Commits

Author SHA1 Message Date
Brecht Van Lommel
feb7852e1b Fix duplicate Cycles panels in properties editor. 2018-04-03 14:04:59 +02:00
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
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
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
Mai Lavelle
9e2ec6c86a Fix T54064: Can't create new Cycles materials
Was caused by object mode removal
2018-02-13 07:03:12 -05:00
Brecht Van Lommel
832f7a6648 Merge branch 'master' into blender2.8 2018-02-09 20:36:59 +01:00
Brecht Van Lommel
a6968e87f1 Cycles: add random walk subsurface scattering to Principled BSDF.
Differential Revision: https://developer.blender.org/D3054
2018-02-09 19:58:42 +01:00
Tamito Kajiyama
3b61d2bb68 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/addon/ui.py
2018-02-09 03:00:20 +09:00
Tamito Kajiyama
859379ac48 Fix for missing "Use Freestyle" toggle in the Cycles "Layer" options panel.
Reviewed By: Brecht Van Lommel (brecht), Dalai Felinto (dfelinto)

Differential Revision: https://developer.blender.org/D3048
2018-02-09 02:48:21 +09:00
Brecht Van Lommel
1bc0cd0071 Merge branch 'master' into blender2.8 2018-02-03 16:10:01 +01:00
Brecht Van Lommel
bb6f1d159a Cycles: make displacement a supported feature.
Adaptive subdivision remains experimental, still needs more work.
2018-02-03 12:20:58 +01:00
Brecht Van Lommel
f9ea097a87 Cycles: add Vector Displacement node and extend Displacement node.
This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.

Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.

Differential Revision: https://developer.blender.org/D1734
2018-02-03 12:20:26 +01:00
Dalai Felinto
748adb37e5 Merge remote-tracking branch 'origin/master' into blender2.8 2018-01-25 11:31:54 -02:00
Brecht Van Lommel
da4c3f30d9 Cycles: rename displacement methods, default to displace, tweak panel layout.
Differential Revision: https://developer.blender.org/D3019
2018-01-25 14:25:21 +01:00
Brecht Van Lommel
0ff968eaf5 Fix Cycles inserting displacement node when there is a custom node setup instead. 2018-01-24 07:15:22 +01:00
Brecht Van Lommel
41cc2ae626 Merge branch 'master' into blender2.8 2018-01-23 13:19:32 +01:00
Brecht Van Lommel
b129ea843a Cycles: change material output displacement to vector.
Previously only scalar displacement along the normal was supported,
now displacement can go in any direction. For backwards compatibility,
a Displacement node will be automatically inserted in existing files.

This will make it possible to support vector displacement maps in the
future. It's already possible to use them to some extent, but requires
a manual shader node setup. For tangent space maps the right tangent
may also not be available yet, depends on the map.

Differential Revision: https://developer.blender.org/D3015
2018-01-23 12:49:35 +01:00
Campbell Barton
fc1fd2704a Merge branch 'master' into blender2.8 2018-01-23 11:45:39 +11:00
Sergey Sharybin
2f79d1c058 Cycles: Replace use_qbvh boolean flag with an enum-based property
This was we can introduce other types of BVH, for example, wider ones, without
causing too much mess around boolean flags.

Thoughs:

- Ideally device info should probably return bitflag of what BVH types it
  supports.

  It is possible to implement based on simple logic in device/ and mesh.cpp,
  rest of the changes will stay the same.

- Not happy with workarounds in util_debug and duplicated enum in kernel.
  Maybe enbum should be stores in kernel, but then it's kind of weird to include
  kernel types from utils. Soudns some cyclkic dependency.

Reviewers: brecht, maxim_d33

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D3011
2018-01-22 17:19:20 +01:00
Brecht Van Lommel
cdc31c3e6e Merge branch 'master' into blender2.8 2018-01-13 02:05:49 +01:00
Lukas Stockner
322f0223d0 Cycles: option to make background visible through glass transparent.
This can be enabled in the Film panel, with an option to control the
transmisison roughness below which glass becomes transparent.

Differential Revision: https://developer.blender.org/D2904
2018-01-12 01:34:28 +01:00
Mai Lavelle
cce280dd67 Cycles: add offscreen dicing scale and dicing camera.
The offscreen dicing scale helps to significantly reduce memory usage,
by reducing the dicing rate for objects the further they are outside of
the camera view.

The dicing camera can be specified now, to keep the geometry fixed and
avoid crawling artifacts in animation. It is also useful for debugging,
to see the tesselation from a different camera location.

Differential Revision: https://developer.blender.org/D2891
2018-01-12 01:34:07 +01:00
Campbell Barton
3143b2f942 Merge branch 'master' into blender2.8 2017-12-20 15:06:22 +11:00
Sergey Sharybin
ab1af38c74 Cycles: Fix crash opening user preferences after adding extra GPU
We can not store pointers to elements of collection property in the
case we modify that collection. This is like storing pointers to
elements of array before calling realloc().
2017-12-19 15:51:28 +01:00
Brecht Van Lommel
e4b54f44c1 Cycles: add object level holdout property.
This works the same as the holdout shader and Z mask layer. Combined with
overrides in 2.8 this is intended to replace the Z mask layer bits.
2017-11-29 18:11:40 +01:00
Brecht Van Lommel
f8fc77ec84 Cycles: add object level holdout property, to replace Z mask layer. 2017-11-24 00:12:48 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
Dalai Felinto
3a95bdfc65 SceneRenderLayer Removal/Refactor
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.

Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.

This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.

This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).

Following next is the individual note of the individual parts that were committed.

Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and

(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE

Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.

Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).

Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.

Reviewers: sergey, campbellbarton, brecht

Differential Revision: https://developer.blender.org/D2919
2017-11-22 07:13:33 -02:00
Dalai Felinto
e22ca0fb86 SceneRenderLayer > SceneLayer: Convert samples_override
Note: Cycles still need to handle its own doversion for theses cases and

(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE

Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.
2017-11-22 07:13:33 -02:00
Dalai Felinto
ff810f08d8 Shows all Cycles panels based on scene, not context engine
This is tricky since we may want granular polling depending on the setting.
Or an option to pick whether we want the context or the scene to drive the
panels to prevent too many panels when mixing Eevee and Cycles for example.
2017-11-21 13:19:36 -02:00
Julian Eisel
7f96323cd0 Merge branch 'master' into blender2.8 2017-11-19 13:16:14 +01:00
Lukas Stockner
40f528a7da Cycles: Add per-tile render time debug pass
Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D2920
2017-11-17 16:40:24 +01:00
Lukas Stockner
a0c02e4d1b Cycles: Add Volume Direct and Volume Indirect passes for volume-scattered light
No color pass because it's hard to define what to use as color in a volume.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D2903
2017-11-17 16:39:45 +01:00
Julian Eisel
147f9585db Merge branch 'master' into blender2.8 2017-10-23 00:04:20 +02:00
Brecht Van Lommel
6199a606a6 Cycles: disable progressive refine if denoising or save buffers is used.
Progressive refine undoes memory saving from save buffers, so enabling
both does not make much sense. Previously enabling progressive refine
would disable denoising, but it should be the other way around since
denoise actually affects the render result.

Includes some code refactor for progressive refine render buffers, and
avoids recomputing tiles for each progressive sample.
2017-10-21 20:29:21 +02:00
Brecht Van Lommel
dc9eb8234f Cycles: combined CPU + GPU rendering support.
CPU rendering will be restricted to a BVH2, which is not ideal for raytracing
performance but can be shared with the GPU. Decoupled volume shading will be
disabled to match GPU volume sampling.

The number of CPU rendering threads is reduced to leave one core dedicated to
each GPU. Viewport rendering will also only use GPU rendering still. So along
with the BVH2 usage, perfect scaling should not be expected.

Go to User Preferences > System to enable the CPU to render alongside the GPU.

Differential Revision: https://developer.blender.org/D2873
2017-10-21 20:13:44 +02:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
Campbell Barton
6ec43a765b Merge branch 'master' into blender2.8 2017-10-10 01:36:36 +11:00
Brecht Van Lommel
f61c340bc1 Cycles: OpenCL bicubic and tricubic texture interpolation support. 2017-10-08 02:55:44 +02:00
Brecht Van Lommel
2d92988f6b Cycles: CUDA bicubic and tricubic texture interpolation support.
While cubic interpolation is quite expensive on the CPU compared to linear
interpolation, the difference on the GPU is quite small.
2017-10-07 15:30:57 +02:00
Campbell Barton
a5cb23c441 Merge branch 'master' into blender2.8 2017-09-01 19:17:14 +10:00
Campbell Barton
18b7f05480 Cycles: follow strict class naming convention 2017-09-01 16:08:25 +10:00
Campbell Barton
bd935b5aed Merge branch 'master' into blender2.8 2017-08-22 18:21:05 +10:00
Brecht Van Lommel
296d74c4b1 Cycles: reorganize Performance panel layout, move viewport BVH type to debug. 2017-08-21 19:05:17 +02:00
Campbell Barton
3e555d3d78 Merge branch 'master' into blender2.8 2017-08-21 15:41:03 +10:00