While this code is suspect, better to go back to the old state for now,
as there is no simple fix that doesn't introduce other issues.
Fix#115022Fix#115414
This reverts commit 063a9e8964.
The side effect which wasn't that obvious from the documentation
is that tasks in the console pool are executed sequentially. This
made the compile-gpu step to take a long time, because the parallel
compilation got disabled.
That was unintended change, so reverting the change.
Instead, for the buildbot, increase the time limit for the step.
This reverts commit 4b891b4afe.
This add the displacement option to EEVEE materials.
This unifies the option for Cycles and EEVEE.
The displacement only option is not matching cycles
and not particularly useful. So we decided to not
support it and revert to displacement + bump.
Pull Request: https://projects.blender.org/blender/blender/pulls/113979
OpenImageDenoise V2 comes with GPU support for various backends. This adds a new class, OIDNDenoiserGPU, in order to add this functionality into the existing Cycles post processing pipeline without having to change it much. OptiX and OIDN CPU denoising remain as they are. Rendering on a supported Intel GPU will automatically select the GPU denoiser.
Device support is initially limited to the oneAPI devices that are supported by Cycles, but can be extended.
Ref #115045
Co-authored-by: Stefan Werner <stefan.werner@intel.com>
Co-authored-by: Ray Molenkamp <github@lazydodo.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/108314
This path merges the Musgrave and Noise Texture nodes into a single
combined Noise Texture node. The reasoning is that both nodes
intrinsically do the same thing, which is the layering of Perlin noise
derivatives to produce fractal noise. So the patch de-duplicates code
and unifies the use of fractal noise for the end use.
Since the Noise node had a Distortion input and a Color output, while
the Musgrave node did not, those are now available to the Musgrave types
as new functionalities.
The Dimension input of the Musgrave node is analogous to the Roughness
input of the Noise node, so both inputs were unified to follow the same
behavior of the Roughness input, which is arguable more intuitive to
control. Similarly, the Detail input was slightly different across both
nodes, since the Noise node evaluated one extra layer of noise. This was
also unified to follow the behavior of the Noise node.
The patch, coincidentally fixes an unreported bug causing repeated
output for certain noise types and another floating precision bug
#112180.
The versioning code implemented with this patch ensures backward
compatibility for both the Musgrave and Noise Texture nodes. When
opening older Blender files in Blender 4.1 the output of both nodes are
guaranteed to always be exactly identical to that of Blender files
created before the nodes were merged in all cases.
Forward compatibility with Blender 4.0 is implemented by #114236.
Forward compatibility with Blender 3.6 LTS is implemented by #115015.
Pull Request: #111187
Empty hair geometry in Cycles may still report having one curve, even when
there are no actual segments in that curve. This caused an attempt to build
an acceleration structure with zero primitives, which due to other setup
OptiX rejected with an error. Fix that by checking the number of segments
rather than the number of curves in the hair geometry, since the former will
always be zero for empty geometry.
Pull Request: https://projects.blender.org/blender/blender/pulls/115044
The first problem was triangles with motion blur were all grouped into
one category without separating the ones with and without triangle
motion steps.
The second problem was HIP RT uses the generic motion triangle
intersection function and this function checks prim_visibility buffer.
HIP RT doesn't provide the buffer per primitive but passes it to HIP RT
core per instance.
The buffer name was changed to prim_visibility from visibility to be
the same as what Cycles uses but when the motion triangle intersection
function is called from HIP RT kernels, the instance id is passed to
the function instead of primitive id.
Pull Request: https://projects.blender.org/blender/blender/pulls/114555
This PR works around an issue where zero-filled motion TLAS instance descriptors can cause unexpected hangs during downstream TLAS builds on M3. Instead of zeroing the descriptor we insert an explicit "null" BLAS, achieving the same result.
Pull Request: https://projects.blender.org/blender/blender/pulls/114544
Remove `Material > Shadow Mode` and use `Object > Shadow Ray Visibility`
and `Material > Transparent Shadows` instead.
The versioning system auto-updates objects/materials in EEVEE
scenes so their behavior is as close as possible to the previous one.
Update Cycles to use the native `use_transparent_shadow` property.
Note:
Material changes don't set any `recalc` flag on the objects that use
them, so the EEVEE Next shadow maps don't update when changing
settings/nodes.
Fixing this issue is required for 4.1, but it's out of the scope of this PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/113980
In order to speedup compilation, we upgrade IGC to 1.0.14828.26 along
with ocloc and the associated dependencies.
We also bump min-driver version accordingly to 26918.
Ref !114341
Done by passing USES_TERMINAL to the add_custom_command().
This allows to see sub-command messages early on, before they
are finished executing.
This should help buildbots to "see" that the kernels are still
being compiled and not kill the build because it did not output
anything in a long time.
Pull Request: https://projects.blender.org/blender/blender/pulls/114327
This PR adds tunings for the [newly announced](https://www.youtube.com/watch?v=ctkW3V0Mh-k) M3 family of chips. In particular, MetalRT will be enabled as the automatic default for intersection testing on M3 and beyond to take advantage of hardware raytracing. This will result in significant path-tracing speedups, as well as faster BVH builds.
Pull Request: https://projects.blender.org/blender/blender/pulls/114296
Adjust clamping of inputs in the Principled BSDF to avoid errors and
inconsistencies between render engines, while trying to leave as many
inputs as possible unclamped for artisitc purposes.
Pull Request: https://projects.blender.org/blender/blender/pulls/112895
The last good commit was 8474716abb.
After this commits from main were pushed to blender-v4.0-release. These are
being reverted.
Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
_(NOTE: This is a clone of [PR 114067](https://projects.blender.org/blender/blender/pulls/114067), but targeting `blender-v4.0-release` as originally intended)_
This PR removes the "experimental" disclaimer from the MetalRT control now that the unit tests all render correctly with it enabled. As well as "Off" and "On", this adds a third "Auto" setting - a new default which can be used to pick the best option.
Pull Request: https://projects.blender.org/blender/blender/pulls/114232