This mainly happens when over-saturating already saturated color.
After some discussion with Campbell and loads of tests we decided
to clamp the result RGB color. As an alternative we might want to
clamp corrected HSV values instead, but that would lead to some
larger changes in the render results.
TODO: The same is to be done for compositor nodes.
This is basically just a wrapper class, which maps the generic call from the OSL spec to our closures.
Example usage:
shader microfacet_osl(
color Color = color(0.8),
int Distribution = 0,
normal Normal = N,
vector Tangent = normalize(dPdu),
float RoughnessU = 0.0,
float RoughnessV = 0.0,
float IOR = 1.4,
int Refract = 0,
output closure color BSDF = 0)
{
if (Distribution == 0)
BSDF = Color * microfacet("ggx", Normal, Tangent, RoughnessU, RoughnessV, IOR, Refract);
else
BSDF = Color * microfacet("beckmann", Normal, Tangent, RoughnessU, RoughnessV, IOR, Refract);
}
This way it's easier to extend bitfields and see when we start running
out of free bits.
Plus added brief description of what SD_VOLUME_CUBIC flag means.
It is per-material setting which could be found under the Volume settings
in the material and world context buttons.
There could still be some code-wise improvements, like using variable-size
macro for interp3d instead of having interp3d_ex to which you can pass the
interpolation method.
This is the first step towards supporting cubic interpolation for voxel
data (such as smoke and fire). It is not epxosed to the interface at all
yet, this is to be done soon after this change.
This is so-called GPU limitation boundary hit, told compiler to NOT include
volume bound function, otherwise some real weird things used to happen.
We actually might want to do the same for CPU, inlining everything is not
the way to get fastest code.
Also reduce number of branching and multiplications a bit by inlining the branches.
This gives an unmeasurable speedup, which is in case of BMW is about 2% here.
Not as if it gives noticeable changes render-time, but it's just weird to
convert float4 to float 3 to just access individual x/y/z components.
Plus some compilers might be more stupid than GCC and don't optimize this
out well.
After discussion with cambo here we decided it's better to choose arbitrary side of the box
(in this case it's X-axis) and use image from it. That's better than doing a blackness.
P.S. This is literally a corner case anyway.
Ray actually should have infinite length, so we can detect camera in a volume
which is bigger that the far clipping of the camera.
This might also give some speedup (wouldn't expect much tho) because we don't
need to re-calculate ray direction and length after every bounce now.
basically we skip all non-volume objects now in the volume stack function.
Depending on the show it might give some percent of speedup.
Most of the speedup would be gained in the scenes when having SSS object
intersecting the volume and taking a reasonable amount of frame space.
Single precision exponent on 64bit linux tends to be order of magnitude slower
than double precision version even with single<->double precision conversion.
Some feedback in the mailing lists also suggests that logf() is also slow, but
this i didn't confirm here in the studio yet.
Depending on the shader setup it gives ~3% with the secret agent shot and up to
around 15% with the bmw scene here.
Quite straightforward change, the only annoying thing is that we can't use
indentation for include directive just because of the way headers inlineing
works for OpenCL.
Might do smarter job in path_source_replace_includes() but don't want to
spend time on this yet.
* On sm_30 and above there is no change (was not inlined already before), this just fixes a speed regression from yesterday. 6359c36ba4
* On sm_2x (tested with sm_21), I get a nice 8% speedup in the bmw scene with this. As a bonus, cubin compilation time and memory usage is significantly reduced. Regular cubin size went from 2.5MB to 2.0MB, Experimental one from 3.8MB to 2.5MB.
Currently only summed number of traversal steps and intersections used by the
camera ray intersection pass is implemented, but in the future we will support
more debug passes which would help checking what things makes the scene slow.
Example of such extra passes could be number of bounces, time spent on the
shader tree evaluation and so.
Implementation from the Cycles side is pretty much straightforward, could only
mention here that it's a build-time option disabled by default.
From the blender side it's implemented as a PASS_DEBUG with several subtypes
possible. This way we don't need to create an extra DNA pass type for each of
the debug passes, saving us a bits.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D813
Was hooked up last year for testing purposes, as we already had some code for it, but the closure itself is not really good nor really useful, so let's remove it.
This adds an AABB collision check for objects with volumes and if there's a
collision detected then the object will have SD_OBJECT_INTERSECTS_VOLUME flag.
This solves a speed regression introduced by the fix for T39823 by skipping
volume stack update in cases no volumes intersects the current SSS object.
The idea is to only count intersections with objects which has volumetric shader
and ignore all other objects.
This is probably as fast as we can go without involving some forth level magic.