if emission sampling is not set, we do not use MIS weight when sampling
from the BSDF, but we were still drawing samples from the light,
resulting in double contribution.
Pull Request: https://projects.blender.org/blender/blender/pulls/118534
These are now included in the OSL shared libraries, so no reason to
link against it.
The CMake code for WITH_LLVM remains in case it is useful in the future,
but is not enabled by any Blender feature now.
Pull Request: https://projects.blender.org/blender/blender/pulls/118229
Turns out we were not building OSL with OptiX enabled anymore.
Also check now if the OSL builds has OptiX support and if not
disable it in Cycles.
Building OSL with support for this (still) does not require
either the OptiX SDK or CUDA, it only needs LLVM.
Pull Request: https://projects.blender.org/blender/blender/pulls/118234
Currently the multi-input sockets are not exposed to the custom nodes
Python API. This makes some features cumbersome to implement if one
wants a node to process an arbitrary number of inputs.
One workaround is to make inputs duplicate themselves when a link is
created, but a proper multi-input would be easier to use for both
add-on developers and users.
This commit exposes a new `use_multi_input` boolean parameter when
creating a new node socket. This makes it possible to declare a
multi-input, while still leaving the existing `is_multi_input`
property read-only so that existing nodes cannot be made unstable.
The parameter is optional so existing scripts stay compatible. It also
raises an error when used on output sockets, since it makes no sense
for those to be multi-input.
The Custom Node Tree Python template was updated to reflect this
change by making one of the inputs of the custom node multi-input.
Pull Request: https://projects.blender.org/blender/blender/pulls/114474
This commit updates all defines, compiler flags and cleans up some code for unused CPU capabilities.
There should be no functional change, unless it's run on a CPU that supports sse41 but not sse42. It will fallback to the SSE2 kernel in this case.
In preparation for the new SSE4.2 minimum in Blender 4.2.
Pull Request: https://projects.blender.org/blender/blender/pulls/118043
This feature is useful for many production scenarios as it allows for the
creation of separate render passes with specific worlds. This would help
workflows that require different skies or other backgrounds for compositing.
Ref #117919
Pull Request: https://projects.blender.org/blender/blender/pulls/117920
Merge duplicated motion blur settings between Cycles and EEVEE,
and move them to `RenderData`/`scene.render`:
* `scene.cycles.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.use_motion_blur` -> `scene.render.user_motion_blur`
* `scene.eevee.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.motion_blur_shutter` -> `scene.render.motion_blur_shutter`
On the C/C++ side, this also renames `RenderData::blurfac` to
`RenderData::motion_blur_shutter`.
Pull Request: https://projects.blender.org/blender/blender/pulls/117913
Add new "Soft Falloff" option on point and spot light that uses
the old light behavior from Blender versions before 4.0. Blend
files saved with those older versions will use the option.
This option is enabled by default on new lights.
Fix#114241
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/117832
- 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
HWRT checkboxes visibility in the Cycles settings wasn't uniform across devices.
With this change, we unify it and gray out these in case HWRT isn't available.
Pull Request: https://projects.blender.org/blender/blender/pulls/117904
This is a leftover from when there was a global option for transparent
shadows, but since it's now per material this makes no sense anymore.
Solution found by Olivier Maury.
Pull Request: https://projects.blender.org/blender/blender/pulls/117735
With drivers 101.4972 to 101.5085, some Arc and Meteor Lake devices
ignore the prebuilt GPU binaries and since the addition of Meteor Lake
binaries, fail caching newly generated ones on Windows.
This got fixed in drivers 101.5186 so it's preferable to require these
new drivers to be used.
This allows users to turn off reflective and refractive caustics
separately from each other when using the Generalized Schlick material.
This will impact the Principled BSDF and Glass BSDF, along with some
custom OSL scripts.
Pull Request: https://projects.blender.org/blender/blender/pulls/117617