Fix an incoherence between the Eevee Materials menu and the Cycles Materials menu :
Eevee :
{F10230448}
Cycles :
{F10230449}
Simply Fixed by replacing the Cycles UI code by the Eevee UI code.
Thanks to @Brainzman for helping me create this diff and translate
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D11979
Offset rays from the flat surface to match where they would be for a smooth
surface as specified by the normals. In the shading panel there is now a
Shading Offset (existing option) and Geometry Offset (new).
The Geometry Offset works as follows:
* 0: disabled
* 0.001: only terminated triangles (normal points to the light, geometry
doesn't) are affected
* 0.1 (default): triangles at grazing angles are affected, and the effect
fades out
* 1: all triangles are affected
Limitations:
* The artifact is still visible in some cases, it could be that some quads
require to be treated specifically as quads.
* Inconsistent normals cause artifacts.
* If small objects cast shadows to a big low poly surface, the shadows can
appear to be in a wrong place - because the surface moved slightly above
the geometry. This can be noticed only at grazing angles to light.
* Approximated surfaces of two non-intersecting low-poly objects can overlap
that causes off-the-wall shadows.
Generally, using one or a few levels of subdivision can get rid of artifacts
faster than before.
Differential Revision: https://developer.blender.org/D11065
This is giving too bright pixel values, as the sample scaling and random number
sample are wrong. The proper fix for this is complicated. It will be solved in
Cycles X, for now we disable this combination.
For Cycles, when enabling the Persistent Data option, the full render data
will be preserved from frame-to-frame in animation renders and between
re-renders of the scene. This means that any modifier evaluation, BVH
building, OpenGL vertex buffer uploads, etc, can be done only once for
unchanged objects. This comes at an increased memory cost.
Previously there option was named Persistent Images and had a more limited
impact on render time and memory.
When using multiple view layers, only data from a single view layer is
preserved to keep memory usage somewhat under control. However objects
shared between view layers are preserved, and so this can speedup such
renders as well, even single frame renders.
For Eevee and Workbench this option is not available, however these engines
will now always reuse the depsgraph for animation and multiple view layers.
This can significantly speed up rendering.
These engines do not support sharing the depsgraph between re-renders, due
to technical issues regarding OpenGL contexts. Support for this could be added
if those are solved, see the code comments for details.
* Move out of Simplify panel, into Light Paths > Fast Global Illumination
* Add separate boolan setting to enable/disable it separate from Simplify
* Default AO bounces to 1
* Put ambient occlusion distance in this panel as well
This simulates the effect of a honeycomb or grid placed in front of a softbox.
In practice, it works by attenuating rays coming off-angle as a function of the
provided spread angle parameter.
Setting the parameter to 180 degrees poses no restrictions to the rays, making
the light behave the same way as before this patch.
The total light power is normalized based on the spread angle, so that the
light strength remains the same.
Differential Revision: https://developer.blender.org/D10594
There are cases where the default input passes of color+albedo do not yield useful results
and while this was possible to change that for final frame rendering (in the layer settings),
viewport denoising always used a fixed color+albedo. This adds an option to change the
input passes for viewport denoising too, so that one can use it in scenes that otherwise
wouldn't work well with it.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10404
Support Python 3.10a5 or 3.9x with support explicitly enabled.
- Enable Python's postponed annotations for Blender's RNA classes
types registered on startup.
- Using postponed annotations has implications for how they are defined,
since they must evaluate in the modules name-space instead of the
classes name-space. See changes to annotations in `release/scripts`.
- Use `from __future__ import annotations` at the top of the module
to ensure the script will run with Python 3.10.
- Old logic is kept since it could be used if PEP-649 is supported.
Resolves T83626
Ref D10474
This patch will share the AOV settings between Cycles and Eevee.
It enable using the AOV name conflict detection of Blender. This
means that unlike how Cycles used to work it isn't possible to add an
AOV with a similar name. Conflicts with internal render pass names will
be indicated with an Warning icon.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D9774
Eevee is now used for Freestyle rendering by default, since other engines are
unlikely to have support for this. Workbench and Cycles do their own rendering.
RenderEngine add-ons can do their own Freestyle rendering by setting
bl_use_custom_freestyle = True.
Differential Revision: https://developer.blender.org/D8335
Partially reverts 2250b5cefe.
Removing the user count and fake user count icons was controversial (which was
expected) and there are a few further changes needed, that won't make it in
time for the release, see D9946.
While there is a design to bring back the user count and fake user indicators,
a new design idea was proposed that the UI team wants to follow. This came too
late for the 2.92 release, the new design is targeted at the 2.93 release now.
Meanwhile, UI team decision was to simply revert the design changes.
The new design is being worked on in https://developer.blender.org/T84669.
Note that this commit does not revert some internal changes done in
2250b5cefe. Namely the introduction of `ed_util_ops.c` and data-block
operators in there. These will still be needed in the new design.
The issue is that the "Noisy Image" pass is added even though it should not.
`use_denoising` has to be enabled on the scene and on the view layer
to actually enable it.
Differential Revision: https://developer.blender.org/D10048
Reviewers: lukasstockner97, brecht
In the Bake > Output panel, there is now a choice between Image Textures and
Vertex Colors. The active vertex color layer is used for baking. This works
with both existing per-corner and sculpt per-vertex vertex colors.
The previous design is rather old and has a couple of problems:
* Scalability: The current solution of adding little icon buttons next to the
data-block name field doesn't scale well. It only works if there's a small
number of operations. We need to be able to place more items there for better
data-block management. Especially with the introduction of library overrides.
* Discoverability: It's not obvious what some of the icons do. They appear and
disappear, but it's not obvious why some are available at times and others
not.
* Unclear Status: Currently their library status (linked, indirectly linked,
broken link, library override) isn't really clear.
* Unusual behavior: Some of the icon buttons allow Shift or Ctrl clicking to
invoke alternative behaviors. This is not a usual pattern in Blender.
This patch does the following changes:
* Adds a menu to the right of the name button to access all kinds of operations
(create, delete, unlink, user management, library overrides, etc).
* Make good use of the "disabled hint" for tooltips, to explain why buttons are
disabled. The UI team wants to establish this as a good practise.
* Use superimposed icons for duplicate and unlink, rather than extra buttons
(uses less space, looks less distracting and is a nice + consistent design
language).
* Remove fake user and user count button, they are available from the menu now.
* Support tooltips for superimposed icons (committed mouse hover feedback to
master already).
* Slightly increase size of the name button - it was already a bit small
before, and the move from real buttons to superimposed icons reduces usable
space for the name itself.
* More clearly differentiate between duplicate and creating a new data-block.
The latter is only available in the menu.
* Display library status icon on the left (linked, missing library, overridden,
asset)
* Disables "Make Single User" button - in review we weren't sure if there are
good use-cases for it, so better to see if we can remove it.
Note that I do expect some aspects of this design to change still. I think some
changes are problematic, but others disagreed. I will open a feedback thread on
devtalk to see what others think.
Differential Revision: https://developer.blender.org/D8554
Reviewed by: Bastien Montagne
Design discussed and agreed on with the UI team, also see T79959.
Adds support for building multiple BVH types in order to support using both CPU and OptiX
devices for rendering simultaneously. Primitive packing for Embree and OptiX is now
standalone, so it only needs to be run once and can be shared between the two. Additionally,
BVH building was made a device call, so that each device backend can decide how to
perform the building. The multi-device for instance creates a special multi-BVH that holds
references to several sub-BVHs, one for each sub-device.
Reviewed By: brecht, kevindietrich
Differential Revision: https://developer.blender.org/D9718
OptiX support is not in fact experimental anymore, so it is time for that notice to go.
All Cycles features that are currently supported on the GPU do work now when OptiX is selected.
This enables support for baking when OptiX is active, but uses CUDA for that behind the scenes, since
the way baking is currently implemented does not work well with OptiX.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9784
Blender has now the place to store the Cryptomatte settings. This patch
migrates Cycles to use the new settings.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D9746
Approximately 141 changes of capitalization to conform to MLA title style.
Differential Revision: https://developer.blender.org/D8392
Reviewed by Julian Eisel
The current way of setting the compute device makes sense for local
use, but for headless rendering it it a massive pain to get Cycles
to use the correct device, usually involving entire Python scripts.
Therefore, this patch adds a simple command-line option to Blender
for specifying the type of device that should be used. If the option
is present, the settings in the user preferences and the scene are
ignored, and instead all devices matching the specified type are used.
Differential Revision: https://developer.blender.org/D9086
The adds a new option to simplify volumes in the viewport.
The setting can be found in the Simplify panel in the render properties.
Volume objects use OpenVDB grids, which are sparse. For rendering,
we have to convert sparse grids to dense grids (for now). Those require
significantly more memory. Therefore, it's often a good idea to reduce
the resolution of volumes in the viewport.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9040
Ref T73201.
Performance is not great currently due to the API not seeming to support
efficient denoising of multiple tiles at the same time. So in many cases
only one or a few threads will actually be denoising at the same time.
In renders with many samples this is not a big problem, but for faster
renders it's a signficant overhead.
We should try to optimize this still, possibly by batching denoising of
a bigger neighborhood of multiple tiles at once.
This patch adds support for the curve primitive from OptiX to Cycles. It's currently hidden
behind a debug option, since there can be some slight rendering differences still (because no
backface culling is performed and something seems off with endcaps). The curve primitive
was added with the OptiX 7.1 SDK and requires a r450 driver or newer, so this also updates
the codebase to be able to build with the new SDK.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8223