Fix T44007: Cycles Volumetrics: block artifacts with overlapping volumes
The issue was caused by uninitialized parameters of some closures, which
lead to unpredictable behavior of shader_merge_closures().
A new checkbox "High quality" is provided in camera settings to enable
this. This creates a depth of field that is much closer to the rendered
result and even supports aperture blades in the effect, but it's more
expensive too. There are optimizations to do here since the technique is
very fill rate heavy.
People, be careful, this -can- lock up your screen if depth of field
blurring is too extreme.
Technical details:
This uses geometry shaders + instancing and is an adaptation of
techniques gathered from
http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20-
%20in%20Real-Time%20Rendering%20Course).ppt
TODOs:
* Support dithering to minimize banding.
* Optimize fill rate in geometry shader.
Bump result was passed to set_normal node and then set_node was connected
to all unconnected Normal inputs, including the one from original Bump
node, causing cycles.
The purpose of this change is to add extra possibility to render engines and
export scripts to reduce peak memory footprint during their operation.
This new argument should be used with care since it'll leave mesh in not really
compatible with blender format, but it's ok to be used on temp meshes.
Unfortunately, it's hard to get scene where it'll show huge benefit because
in my tests with cycles peak memory is reached in MEM_printmemlist_stats().
However, in the file with sintel dragon it gives around 1gig of memory benefit
after removing the polys which would allow other heavy to compute stuff such as
hair (or even pointiness calculation) to not be a peak memory usage.
In any case, this change is nice to have IMO, and only means more parts of
scene export code should be optimized memory-wise.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1125
Issue this commit is addressed to is that particle system and particle modifier
will contain caches once derived mesh was requested and this cached data will
never be freed.
This could easily lead to unwanted memory peaks during synchronization stage
of rendering.
The idea is to have RNA function in object which would free caches which can't
be freed otherwise. This function is not intended to deal with derived final
since it might be used by other objects (for example by object with boolean
modifier).
This cache freeing is only happening in the background rendering and locked
interface rendering.
From quick tests with victor file this change reduces peak memory usage by
command line rendering by around 6% (1780MB vs. 1883MB). For rendering from
the interface it's about 12% (1763MB vs. 1998MB).
Reviewers: campbellbarton, lukastoenne
Differential Revision: https://developer.blender.org/D1121
This commit makes some preliminary fixes and tweaks aimed to make blender
compilable with C++11 feature set. This includes:
- Build system attribute to enable C++11 featureset.
It's for sure default OFF, but easy to enable to have a play around with
it and make sure all the stuff is compilable before we go C++11 for real.
- Changes in Compositor to use non-named cl_int structure fields.
This is because __STRICT_ANSI__ is defined by default by GCC and OpenCL
does not use named fields in this case.
- Changes to TYPE_CHECK() related on lack of typeof() in C++11
This uses decltype() instead with some trickery to make sure returned type
is not a reference.
- Changes for auto_ptr in Freestyle
This actually conditionally switches between auto_ptr and unique_ptr since
auto_ptr is deprecated in C++11. Seems to be not strictly needed but still
nice to be ready for such an update anyway/
This all based on changes form depsgraph_refactor branch apart from the weird
changes which were made in order to support MinGW compilation. Those parts of
change would need to be carefully reviewed again after official move to gcc49
in MinGW.
Tested on Linux with GCC-4.7 and Clang-3.5, other platforms are not tested and
likely needs some more tweaks.
Reviewers: campbellbarton, juicyfruit, mont29, lukastoenne, psy-fi, kjym3
Differential Revision: https://developer.blender.org/D1089
The fix was really flacky, in terms during speed benchmarks i had
abort() in the fallback block to be sure it never runs in production
scenes, but that affected on the optimization as well. Without this
abort there's quite bad slowdown of 5-7% on the renders even tho
the Pleucker fallback was never run.
This is all weird and for now reverting the change which affects on
all the production scenes and will look into alternative fixes for
the original issue with precision loss on huge planes.
This reverts commit 9489205c5c.
This merges consecutive empty steps in the decoupled record function,
which can lead to fewer iterations in the scatter functions.
Only helps slightly though (1%), but doesn't hurt to have this.
Differential Revision: https://developer.blender.org/D873
Use multiple threads for building the MIS table, if the
resolution is higher than 512.
Also replace division by cdf_total, with a inverse multiplication by
cdf_total_inv. This gives further speedup.
On my Macbook (8 CPU threads) this improves the time to build the table:
Resolution 4096: From 0.16s to 0.03s
Resolution 8096: From 0.61s to 0.11s
This especially helps to reduce the scene update time, when tweaking world
shader while viewport rendering is running.
Patch by Sergey and myself.
Differential Revision: https://developer.blender.org/D1159
The issue was caused by mismatch in how aligned triangles storage was
filled in during BVH construction and how it was used during rendering.
Basically, i was leaving uninitialized storage for triangles when
there was deformation motion blur detected for the mesh. Was likely
some sort of optimization, but in fact it's still possible that regular
triangles would be needed for rendering.
So now we're storing aligned storage for all triangle primitives and
only skipping motion triangles (the deformation motion blur flag from
mesh is now ignored).
The issue was caused by numerical instability whrn having ray origin close to a huge
triangle, which could have aused bad ray distance check.
Watertight Woop intersection isn't really addressing such cases, it's dealing with
small triangles far away from the ray origin instead, so it's a bit tricky yo make
it working reliably.
While we're quite close to the release it's safer to do check in Pleaucker coordinates
if ray close to a huge triangle. Likely this additional check combined with some other
tweaks to the code doesn't cause measurable slowdown in the scenes tested here.
After the release we can play a bit more with this code in order to make it more
stable without Pleucker fallback.
Seems it's just another issue with the compiler, worked around by explicitly
telling not to inline some function.
In theory we can unify this with CPU, but we're quite close to the release
so better be safe than sorry.
Removed window arg from key conversion functions.
Removed processModifierKeys declaration since that function was
apparently never implemented.
Using Win32-specific classes instead of their generic superclass -- this
helps in a few cases like WinTab.
* m_hDC was always included after m_hWnd in all the constructors and other functions,
but the order was reversed in the struct, meaning that they would not get initialised
correctly
* Got rid of the gotos for the error handling case in initializeDrawingContext()
This was causing "jump to label ... crosses initialisation" errors for the calls
to get GL version string info (i.e. const char *vendor = ...; etc.) I wasn't sure
if those glGetString calls needed the rest of the context to be defined first, so
I decided to leave them where they are now, and got rid of the gotos (which were
making this particular piece of code a bit confusing) instead.
TODO:
There are still a bunch of warnings about around 660, which I haven't managed to solve
(but at least they won't prevent Blender from compiling)
narrowing conversion of '(stereoVisual ? 1063 : 1061)' from 'int' to
'DWORD {aka long unsigned int}' inside { } is ill-formed in C++11 [-Wnarrowing]
OpenGL is detected:
Hoping to decrease the frequency of by far one of the most frequent bug
reports by windows users.
There is some reorganization of the GHOST API to allow easy addition of
further OpenGL options in the future. The change is not propagated too
deep to keep the size of the patch managable. We might reorganize things
here later.
For OpenGL we do two checks here:
One is a combination of GDI generic renderer or vendor microsoft
corporation and OpenGL version 1.1. This means the system does not
use GPU acceleration at all. We warn user to install a graphics
driver and of cases where this might happen (remote connection, using
blender through virtual machine)
The other one just checks if OpenGL version is less than 1.4 (we can
easily change that in the future of course) and warns that it is
deprecated.
Both cases will still let blender startup correctly but users should now
have a clear idea of the system being unsupported.
A user preference flag is provided to turn the warning off.
Now stop posting those bug reports without installing a driver first -
please?