This matches behavior of Multiscatter GGX and could become handy later on
when/if we decide it would be beneficial to replace on closure with another.
Reviewers: lukasstockner97, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2413
There was 16 bits reserved for primitive type, while we only need 4.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2401
There was fully wrong logic in comparison: was actually accessing memory
past the array boundary. Run test manually and the figure seems correct
to me now.
Spotted by @LazyDodo, thanks!
Discard the whole volume stack on the last bounce (but keep
world volume if present).
Volumes are expected to be closed manifol meshes, meaning if
ray entered the volume there should be an intersection event
of ray exisintg the volume. Case when ray hit nothing and
there are still non-world volumes in the stack can happen in
either of cases.
1. Mesh is not closed manifold.
Such configurations are not really supported anyway and should
not be used.
Previous code would have consider the infinite length of the
ray to sample across, so render result wasn't really correct
anyway.
2. Exit intersection is more far away than the camera far
clip distance.
This case also will behave differently now, but previously it
wasn't really correct either, so it's not like we're breaking
something which was working as expected.
3. We missed exit event due to intersection precision issues.
This is exact the case which this patch fixes and avoid
fireflies.
4. Volume has Camera only visibility (all the rest visibility
is set to off)
This is what could be considered a regression but could be
solved quite easily by checking volume stack's objects flags
and keep entries which doesn't have Volume Scatter visibility
(or even better: ensure Volume Scatter visibility for objects
with volume closure),
Fixes T46108: Cycles - Overlapping emissive volumes generates unexpected bright hotspots around the intersection
Also fixes fireflies appearing on the edges of cube with
emissive volue.
Reviewers: juicyfruit, brecht
Reviewed By: brecht
Maniphest Tasks: T46108
Differential Revision: https://developer.blender.org/D2212
The Progress system in Cycles had two limitations so far:
- It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
- Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.
This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.
Along with that, some unused variables were removed from the Progress and Session classes.
Reviewers: brecht, sergey, #cycles
Subscribers: brecht, candreacchio, sergey
Differential Revision: https://developer.blender.org/D2214
Quite handy for debugging.
Unfortunately, this doesn't support viewport tweaks yet since those
require GLSL for colorspace conversion. Maybe this will be implemented
as well one day in the future..
They are defined for MSVC but seems to be missing in GCC and CLang-3.8.
Maybe some further tweaks to policy when to define those functions is
needed, but should be fine for now.
I can no longer reproduce crash with neither of the files where
the crash was originally visible. This is something where other
changes (light threshold, sampling) had an effect and made code
to work as it is supposed to. Could have been optimizator issue
or something like that.
Let's see if we hit same issue again.
There were two cases where correlation issues were obvious:
- File from T38710 was giving issues in 2.78a again
- File from T50116 was having totally different shadow between
sample 1 and sample 32.
Use some more simplified version of CMJ hash which seems to give
nice randomized value which solves the correlation.
This commit will break all unit test files, but it's a bug fix
so perhaps OK to commit this.
This also fixes T41143: Sobol gives nonuniform noise
Proper science paper about hash function is coming.
Reviewers: brecht
Reviewed By: brecht
Subscribers: lukasstockner97
Differential Revision: https://developer.blender.org/D2385
Was a ground work for some more improvements here, but got dragged
to some other studio maintenance job here.
The plan would be to enable exposure/gamma control for fallback mode
which will definitely be really handy for development and might be
handy for cases when OCIO config can not be read.
This is a way to avoid possible memory corruption when render threads works
in parallel with UI thread.
Not guarantees complete safe, but makes things easier to check anyway.
Was giving huge artifacts in the barber shop file here in the studio,
Maybe not fully optimal solution, but committing it for now to have
closer look later.
Main intention is to give some quick way to control scene's memory
usage by clamping textures which are too big. This is really handy
on the early production stages when you first create really nice
looking hi-res textures and only when it all works and approved
start investing time on optimizing your scene.
This is a new option in Scene Simplify panel and it acts as
following: when texture size is bigger than the given value it'll
be scaled down by half for until it fits into given limit.
There are various possible improvements, such as:
- Use threaded scaling using our own task manager.
This is actually one of the main reasons why image resize is
manually-implemented instead of using OIIO's resize. Other
reason here is that API seems limited to construct 3D texture
description easily.
- Vectorization of uchar4/float4/half4 textures.
- Use something smarter than box filter.
Was playing with some other filters, but not sure they are
really better: they kind of causes more fuzzy edges.
Even with such a TODOs in the code the option is already quite
useful.
Reviewers: brecht
Reviewed By: brecht
Subscribers: jtheninja, Blendify, gregzaal, venomgfx
Differential Revision: https://developer.blender.org/D2362
There is some define conflict between system headers and clew,
so delay include of clew.h as much as possible.]
This is something which needed to be done in the code before
the refactor, hopefully such change will still work.
For the multi-GPU case users still have to reconfigure the devices they want to use.
Based on patch from Lukas Stockner.
Differential Revision: https://developer.blender.org/D2347
This can be used together with camera culling to keep nearby objects visible in
reflections, using a minimum distance within which objects are visible. It is
also useful to cull small objects far from the camera.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2332