This attribute means how "pointy" the geometry surface is, which allows to do
effects like dirt maps and wear-off effects on render geometry. This means the
attribute is calculated for the final mesh which means no baking (which implies
UV unwrap) is needed. Apart from this the behavior is quite close to how vertex
dirty colors works.
The new attribute is available as an output socket of Geometry node.
There's no penalty for the render time, only some delay on scene preparation
(the delay is linear of the mesh complexity).
Reviewers: brecht, juicyfruit
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1086
From more investigation of the numeric failures in the kernel it appears
the check was rather correct. But in theory it;s also needed for the motion
triangles.
The issue was caused by lack of check for whether fresnel term is actually
giving total internal reflection in refraction BSDFs. This lead to usage of
arbitrary vector of (0, 0, 0) as reflection, giving numeric issues in other
areas of the kernel.
This gives some visual changes of sharp reflection but it seems to be rather
proper now. Which also corresponds with rough glossy reflection with sharpness
set to 0.001 (previously it was totally different from sharpness of 0.0, which
is just weird).
This is the same issue T43475: SSE4 code is more robust to non-finite values
in the ray origin/direction. So for now added a check before doing BVH traversal
for pre-SSE4 CPUs.
For sure actual root of the issue is a bit different and much more tricky to
solve, especially without disturbing render results too much. Still looking
into this.
In any case, it's kinda fine to have such a check, we might later make it to be
a kernel_assert() instead of just a return.
Previous fix didn't quite work well. For some reason everything worked fine when
using native nvcc in 32bit environment, but cross-compiling from 64bit platform
it was still running out of memory.
For now just made it so all the kernels are slower on 32bit CUDA as a temporary
solution. Either it'll be solved in next CUDA releases (by dropped 32bit? =\) or
we'll find better workaround.
The issue was caused by the way how we shoot the ray to see which rays we're
inside which might start bouncing back-n-forth between two close to parallel
intersecting faces.
Real solution would be to record all the intersections when shooting the ray,
but it's kinda tricky on GPU because of needed sorting and uncertainty of
how huge intersection array should be.
For now we'll just limit number of steps in the check so in worst case we'll
have some samples not being correct which will be compensated with further
sampling. Shouldn't be an issue since probability of such a lock is quite
small actually.
Slowdown was caused by watertight intersection commit and follow-up workaorund
for compiler crash which uninlined utility function which rotates the ray.
Now it's only uninlined for sm_50 and sm_52 experimental kernels which are the
only ones which failed to compile.
Rendering still might be a bit slower but at least shouldn't be that dramatic.
The issue was caused bu the optimization in surface attributes for cases when
there's only a volume shader used. Some attributes doesn't make sense in that
case and were skipped from calculation.
However, it is possible that kernel would still try to access them (because of
the shader setup etc). Prevented an infinite loop in the kernel now, which
should not have much affect on regular renders.
It is possible that ray distance will be zero which would make intersection
refinement return NaN as the refined position which would later lead to all
sort of mathematical issues.
Don't think there are ways to improve intersection accuracy for such rays
so just return original intersection coordinate.
This should fix T43475.
TODO: Need to look into possible issues in Ashikhmin BSDF which might return
zero-length reflected/transmitted ray?
Precision of the fast functions seems to be enough in there and
since the code was heavily using inverse trigonometric functions
this change gives few percent speedup on Victor's hair.
From the tests files from ctests storage doesn't have any meaningful
difference, hair on Victor is all below 4% absolute error and only
few pixels are exceeding 1% absolute difference.
In any case, let it be as it is currently so it allows us to have
fast math file in sources for it's further evaluation and possible
usage in other areas as well.
BSDF sampler function shouldn't give labels it's not intended to do.
That said reflection shouldn't give transmission ray and transmission
give reflection ray.
Added an assert in the transmission sampling but reflection still
needs some investigation because even after recent fixes the check
for projection onto the reflected ray could give both positive and
negative values.
It shouldn't have any affect on renders just makes internal logic
consistent and unleashes an issue to be investigate further.
Hair BSDF did not have proper behavior because of non-normalized
tangent direction (which it expected to be normalized).This lead
to wrong labels being returned by the hair BSDF samplers.
Reported and nailed down by Michale (MeshLogic).
The code that fixes this was commented out, but Brecht gave the go ahead to use it even if it is not the real solution
This is the same as blender internal's texture mapping from another object,
so this way it's possible to control texture space of one object by another.
Quite straightforward change apart from the workaround for the stupidness of
the dependency graph. Now shader has flag telling that it depends on object
transform. This is the simplest way to know which shaders needs to be tagged
for update when object changes. This might give some false-positive tags now
but reducing them should not be priority for Cycles and rather be a priority
to bring new dependency graph.
Also GLSL preview does not support using other object for mapping.
This is actually correct for BI shading as well and to be addressed as
a part of general GLSL viewport improvements since it's not really clear
how to support this in GLSL.
Reviewers: brecht, juicyfruit
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1021
This way Cycles finally becomes feature-full on image projections
compared to Blender Internal and Gooseberry Project Team could
finally finish the movie.
Issue seems to be caused by not totally proper pdf and eval values for this
closure. Changed it so they reflect to ggx/beckmann reflection with roughness
set to 0, which is effectively the same as the sharp reflection.
This patch adds the option to set minimum/maximum latitude/longitude values for
the equirectangular panorama camera in Cycles, as discussed in T34400.
The separate functions in kernel_projection.h are needed because the regular
ones are also used as helper functions for environment map sampling.
Reviewers: #cycles, sergey
Reviewed By: #cycles, sergey
Subscribers: dingto, sergey, brecht
Differential Revision: https://developer.blender.org/D960
There seems to be inconsistency in flags checks in Cycles kernel. In the interface
glossy means "Glossy Reflection" and it is properly taken into account when doing
visibility check in BVH traversal.
The check in indirect background/light emission was treating this flags as "any of
glossy reflection or transmission" which is kind of weird.
Made it so emission code follows ray visibility assumptions in other parts of the
kernel now.
Really stupid issue caused by typo in bitfield bit lead to bit conflict,
Not sure how it was done, could be some bad merge conflict resolve in the
original commit or just pure man stupidnes.
This is a nice example when having set of small test render scenes hooked
to the ctest would really help.
It's probably not that stopper issue (even tho still quite bad) since it
was made 2 months ago. But if we ever do 'a' this time it's a nice change
to include.
This commit enables BVH leaf nodes split by the primitive type and makes it
so BVH traversal code is now aware and benefits from this.
As was mentioned in original commit, this change is crucial to be able to do
single ray to multiple triangle intersection. But it also appears to give
barely visible speedup in some scene.
In any case there should be no noticeable slowdown, and this change is what
we need to have anyway.
The idea of this change is make it possible to split leaf nodes by primitive
type, making leaf containing primitives of the same type.
This would become handy when working on a single ray to multiple triangles
intersection code, plus with careful implementation it might give some extra
benefits on BVH traversal code by avoiding primitive type fetch and check for
each primitive in the node. But that's a bit tricky to have benefits on this
change only because depth of BVH increases.
This option is not exposed to the interface at all and not used even secretly,
the commit is only needed to help working further in this direction without
messing around with local patches and worrying of them running out of date.
OpenCL apparently does not support templates, so the idea of generic
function for swapping is a bit of a failure. Now it is either inlined
into the code (in triangle intersection) or has specific implementation
for QBVH.
This is probably even better, because we can't create QBVH-specific
function in util_math anyway.
This commit contains all the tweaks which were missing in initial patch
re-integration from the standalone Cycles repository.
This commit also contains an utility cmake macro to help linking targets
with different libraries for release/debug builds, the name currently is
target_link_libraries_decoupled
it gets a target and list of libraries and makes sure debug builds are
using libraries with "_d" suffix.
After all this changes it'll hopefully be easier to interchange patches
between blender and standalone repositories, because they're now quite
identical.
This way it is now possible to use gflags >= 2.1, where all the
functions were moved from google to gflags namespace.
This isn't currently used in blender, but for standalone repository
this change is essential.
This reverts commit 1549fea999.
After some further discussion with other developers in the team it becomes
clear there's no correct solution here. It is just more matter of what's
more convenient in particular case.
We're just going back to old code to avoid possible frustration with the
older files in newer blenders. This also means all HSV/HSL is considered
to be "linear" in the shading nodes.
Would be ported to 2.73 final.