- Incorrect accurate prefiltering of albedo and normal (lower than expected quality)
- Changing the prefiltering mode has no immediate effect
- Default memory limit is too high (more than OIDN default)
- Memory limit is applied only to the main filter
- Quality setting applied only to the main filter
Pull Request: https://projects.blender.org/blender/blender/pulls/117930
OpenImageDenoise API exposes two modes, high quality and balanced.
This currently only has effect on Nvidia devices, on which it
provides a noticeable performance improvement without visible
difference in quality. This change sets quality to balanced for
the viewport, and high quality for final frame rendering, as
it's what makes the most sense.
Ref #115045
Co-authored-by: Werner, Stefan <stefan.werner@intel.com>
Pull Request: #115265
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
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
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.
In the commonly used cycles headers, it's enough to include
much smaller <iosfwd> than the full <iostream>. While looking at it,
removed inclusion of some other headers from commonly used headers,
that seemed to not be needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/111063
HIP RT enables AMD hardware ray tracing on RDNA2 and above, and falls back to a
to shader implementation for older graphics cards. It offers an average 25%
sample rendering rate improvement in Cycles benchmarks, on a W6800 card.
The ray tracing feature functions are accessed through HIP RT SDK, available on
GPUOpen. HIP RT traversal functionality is pre-compiled in bitcode format and
shipped with the SDK.
This is not yet enabled as there are issues to be resolved, but landing the
code now makes testing and further changes easier.
Known limitations:
* Not working yet with current public AMD drivers.
* Visual artifact in motion blur.
* One of the buffers allocated for traversal has a static size. Allocating it
dynamically would reduce memory usage.
* This is for Windows only currently, no Linux support.
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Ref #105538
Only use the denoised buffer for access of denoised passes, and
access the rest of the passes from the original render buffer.
This allows in-place modification of the guiding passes needed
by the denoiser without affecting the final render result pixels.
Pull Request: https://projects.blender.org/blender/blender/pulls/106668
For example
```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```
becomes
```
OIIOOutputDriver::~OIIOOutputDriver() {}
```
Saves quite some vertical space, which is especially handy for
constructors.
Pull Request: https://projects.blender.org/blender/blender/pulls/105594
This changes the maximum viewport resolution divider for Cycles to
help users get a more responsive viewport.
This is done by changing the maximum viewport resolution divider
to a divider that aims to have the largest axis of the viewport
roughly equal to 128 pixels.
Depending on the circumstances, this change can result in a few
noticeable differences:
- Users with slow hardware and a large pixel_size, or slow hardware
and a low resolution screen, may observe a higher resolution viewport
during navigation, making the scene more readable. However this comes
at the cost of reduced responsiveness.
- Users with slow hardware and a low pixel_size and high
resolution screen may observe a lower resolution viewport during
navigation, providing a more responsive viewport during navigation.
Along with that, how Cycles iterates through resolution dividers
is changed to promote quick transitions between resolution dividers.
Meaning users don't need to wait through as many iterations to get
from a low navigation resolution to a 1:1 viewport resolution.
Pull Request: https://projects.blender.org/blender/blender/pulls/105581