Commit Graph

1599 Commits

Author SHA1 Message Date
Pablo Dobarro
6b9062508a Merge branch 'blender-v2.82-release' 2020-02-04 15:33:19 +01:00
Bartosz Moniewski
842e71a1ef Fix wrong default value for Lacunarity in Musgrave texture
Lacunarity parameter determines scaling of subsequent octaves in fractal
noises. For example, Noise node have this scaling hardcoded to 2.0. Each
octave have twice bigger scale than previous one, resulting in finer details.

By design fractal noises that generate octaves with same seed should not
have Lacunarity set to 1.0, since then it just stacks up identical noises.

Differential Revision: https://developer.blender.org/D6742
2020-02-04 13:46:28 +01:00
Brecht Van Lommel
f9d09a1209 Merge branch 'blender-v2.82-release' 2020-01-31 19:26:20 +01:00
Brecht Van Lommel
4f8f0f3208 Fix issues in Cycles standalone, particularly related to render display
Some code was removed to avoid storing the combined pass when viewport
rendering other passes. But we can keep this by default, Blender overrides
the list of passes entirely.
2020-01-31 16:49:24 +01:00
Campbell Barton
7a27f64ecb Cleanup: clang-format, unused variable 2020-01-30 13:28:17 +11:00
Charlie Jolly
20e803ac6b Shading: Add color output to White Noise node
Hash input values to a color.

Differential Revision: https://developer.blender.org/D6672
2020-01-27 15:47:51 +00:00
Sergey Sharybin
6fff73e3f0 Merge branch 'blender-v2.82-release' 2020-01-23 16:59:50 +01:00
Sergey Sharybin
517870a4a1 CMake: Refactor external dependencies handling
This is a more correct fix to the issue Brecht was fixing in D6600.

While the fix in that patch worked fine for linking it broke ASAN
runtime under some circumstances.
For example, `make full debug developer` would compile, but trying
to start blender will cause assert failure in ASAN (related on check
that ASAN is not running already).

Top-level idea: leave it to CMake to keep track of dependency graph.

The root of the issue comes to the fact that target like "blender" is
configured to use a lot of static libraries coming from Blender sources
and to use external static libraries. There is nothing which ensures
order between blender's and external libraries. Only order of blender
libraries is guaranteed.

It was possible that due to a cycle or other circumstances some of
blender libraries would have been passed to linker after libraries
it uses, causing linker errors.

For example, this order will likely fail:

  libbf_blenfont.a libfreetype6.a libbf_blenfont.a

This change makes it so blender libraries are explicitly provided
their dependencies to an external libraries, which allows CMake to
ensure they are always linked against them.

General rule here: if bf_foo depends on an external library it is
to be provided to LIBS for bf_foo.
For example, if bf_blenkernel depends on opensubdiv then LIBS in
blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES.

The change is made based on searching for used include folders
such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries
to LIBS ion that CMakeLists.txt. Transitive dependencies are not
simplified by this approach, but I am not aware of any downside of
this: CMake should be smart enough to simplify them on its side.
And even if not, this shouldn't affect linking time.

Benefit of not relying on transitive dependencies is that build
system is more robust towards future changes. For example, if
bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES
and all such code is moved to bf_blenkernel this will not break
linking.

The not-so-trivial part is change to blender_add_lib (and its
version in Cycles). The complexity is caused by libraries being
provided as a single list argument which doesn't allow to use
different release and debug libraries on Windows. The idea is:

- Have every library prefixed as "optimized" or "debug" if
  separation is needed (non-prefixed libraries will be considered
  "generic").

- Loop through libraries passed to function and do simple parsing
  which will look for "optimized" and "debug" words and specify
  following library to corresponding category.

This isn't something particularly great. Alternative would be to
use target_link_libraries() directly, which sounds like more code
but which is more explicit and allows to have more flexibility
and control comparing to wrapper approach.

Tested the following configurations on Linux, macOS and Windows:

- make full debug developer
- make full release developer
- make lite debug developer
- make lite release developer

NOTE: Linux libraries needs to be compiled with D6641 applied,
otherwise, depending on configuration, it's possible to run into
duplicated zlib symbols error.

Differential Revision: https://developer.blender.org/D6642
2020-01-23 16:59:18 +01:00
Campbell Barton
c81549af28 Cleanup: unused vars, clang-format 2020-01-21 20:57:15 +11:00
Brecht Van Lommel
1613c994b0 Fix Cycles not correctly using Background.shader if specified
Based on patch by Alex Fuller.

Differential Revision: https://developer.blender.org/D6627
2020-01-20 14:03:14 +01:00
Patrick Mours
d5ca72191c Cycles: Add OptiX AI denoiser support
This patch adds support for the OptiX denoiser as an alternative to the existing NLM denoiser in Cycles. It's re-using the same denoising architecture based on tiles and therefore implicitly also works with multiple GPUs.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D6395
2020-01-08 16:53:11 +01:00
Lukas Stockner
e4413dc72b Cycles: Use OIIO UDIM tag instead of %04d 2019-12-26 20:14:31 +01:00
Lukas Stockner
fa5e28ab08 Cycles: Support UDIMs with OSL shading 2019-12-26 00:32:16 +01:00
Lukas Stockner
e9093a6e49 Fix T72445: Cycles crash with Displacement maps in OSL
The UDIM commit accidentally removed a check that skipped Image updates
if the image was managed by OSL.
2019-12-20 20:28:16 +01:00
Lukas Stockner
9a8f840c31 Fix T72471: Cycles AOV support breaks passes with divide_type
The problem is described in a comment in the change.
Short version: If a pass was used as a divide_type but also requested
explicitly (e.g. diffuse color), it was added to the passes list
twice because the names of the two requests didn't match.
Then, when searching for the pass to divide by, the wrong one (not
the one that the kernel was writing to) was picked.
2019-12-20 19:53:13 +01:00
Lukas Stockner
8d16dc029e Fix T72474: UDIM breaks box mapping in Cycles
The ImageTextureNode incorrectly used the tile slot encoding for box-
mapped textures as well. Since box-mapping always generates UVs that
lie in the 1001 tile, there's no need to support tiles here.
2019-12-16 12:53:03 +01:00
Lukas Stockner
31ac2e292e Cycles: Fix one-tile UDIM rendering
The code checked for the presence of more than one tile before
substituting the tile number into the filename, so if a one-tile
UDIM was used (or all but one tile were culled), the substitution
was skipped and as a result the file was not found.

With this change, the code explicitly tracks whether substitution
is required, avoiding this problem.

This also fixes another problem: The Environment texture never
does substitution since it doesn't support UDIMs, but before the
syncing code still inserted the placeholder into the filename if the
user selected a tiled background image.
2019-12-16 04:09:53 +01:00
Lukas Stockner
c30d6571bb Add support for tiled images and the UDIM naming scheme
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.

With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.

The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.

The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles

There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images

Thanks to Brecht for the review and to all who tested the intermediate versions!

Differential Revision: https://developer.blender.org/D3509
2019-12-12 18:40:37 +01:00
Lukas Stockner
3437c9c3bf Cycles: perform clamping per light contribution instead of whole path
With upcoming light group passes, for them to sum up correctly to the combined
pass the clamping must be more fine grained.

This also has the advantage that if one light is particularly noisy, it does
not diminish the contribution from other lights which do not need as much
clamping.

Clamp values on existing scenes will need to be tweaked to get similar results,
there is no automatic conversion possible which would give the same results as
before.

Implemented by Lukas, with tweaks by Brecht.

Part of D4837
2019-12-12 13:04:43 +01:00
Lukas Stockner
e760972221 Cycles: support for custom shader AOVs
Custom render passes are added in the Shader AOVs panel in the view layer
settings, with a name and data type. In shader nodes, an AOV Output node
is then used to output either a value or color to the pass.

Arbitrary names can be used for these passes, as long as they don't conflict
with built-in passes that are enabled. The AOV Output node can be used in both
material and world shader nodes.

Implemented by Lukas, with tweaks by Brecht.

Differential Revision: https://developer.blender.org/D4837
2019-12-10 20:44:46 +01:00
Brecht Van Lommel
761111efb8 Fix T71878: Cycles crash with adaptive subdivision and empty mesh 2019-12-08 19:49:34 +01:00
Charlie Jolly
958d0d4236 Shader Nodes: Add Interpolation modes to Map Range node
Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep.

This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode.

This was needed to allow clamping when **To Max** is less than **To Min**.

Reviewed By: JacquesLucke, brecht

Differential Revision: https://developer.blender.org/D5827
2019-12-07 12:52:42 +00:00
Charlie Jolly
0406eb1103 Maths Node: Additional functions
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.

This patch adds missing functions to the Blender maths node.

Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.

This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.

Sign function is based on GLSL and OSL functions and returns zero when x == 0.

Differential Revision: https://developer.blender.org/D5957
2019-12-07 12:33:07 +00:00
OmarSquircleArt
1c2f7b022a Cycles: Add Random Per Island attribute.
The Random Per Island attribute is a random float associated with each
connected component (island) of the mesh. It is particularly useful
when artists want to add variations to meshes composed of separate
units. Like tree leaves created using particle systems, wood planks
created using array modifiers, or abstract splines created using AN.

Reviewed By: Sergey Sharybin, Jacques Lucke

Differential Revision: https://developer.blender.org/D6154
2019-11-27 12:07:20 +02:00
Campbell Barton
ace5677ef0 Cleanup: spelling, repeated words 2019-11-25 00:55:11 +11:00
Jeroen Bakker
e527544b76 Cycles: OpenCL Performance
When using OpenCL with Cycles the rendering time increased substantial.
After doing some tests the bottleneck was found in 4d voronoi and 2d and
3d smooth voronoi.

This change will hide these behind a specific compile directive so the
speed will improve.

AMD RX480 + BMW scene

    2.80 (3:10)
    2.81 (5:48)
    2.81 excluding 4d voronoi+2d/3d smooth (3:50)

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D6231
2019-11-13 12:55:44 +01:00
Brecht Van Lommel
6528fcaeea Fix T69845: OSL wrong texture node output for fixed vector value 2019-11-06 19:29:04 +01:00
Patrick Mours
b45828ebe9 Fix T71123: OptiX error in Cycles viewport when adding HDRI
Cycles did not update the "is_enabled" flag on lights when they were synchronized again, which caused all lights disabled by "LightManager::disable_ineffective_light" to be disabled indefinitely. As a result the OptiX kernels were not reloaded with correct features when a change to a light was made. This fixes that by updating the "is_enabled" flag during synchronization.

Differential Revision: https://developer.blender.org/D6141
2019-11-04 18:09:56 +01:00
OmarSquircleArt
8afa93d82d Fix: Clamping in Map Range node works incorrectly.
The clamp option in the Map Range node doesn't work correctly when the
inputs are linked. The code didn't put that into considration.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5987
2019-10-04 15:21:46 +02:00
Patrick Mours
b89a1687ce Fix "denoise_animation" tests with OptiX in Cycles
The OptiX device only loads the denoising kernels when the "use_denoising" feature is active. This was not set by the calling code however and therefore they were never loaded and attempting to launch them failed (see T69801).

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5946
2019-09-30 15:38:07 +02:00
Brecht Van Lommel
9c62ac562c Cleanup: clang-format 2019-09-24 10:15:43 +02:00
Jeroen Bakker
36683475d1 Fix T68457: Cycles OpenCL Displacement Shading
When doing simple scenes the displacement shading failed during final
rendering when the displacement method is set to `Displacement + Bump`.

When this option is enabled the shader uses the Vector math
node. This node is part of the node group level 1. When doing simple
shading only using nodes that are part of the node group level
0 the shading was rendered black.

This only happened in final rendering as there the OpenCL programs are
optimized to save registries. Viewport rendering rendered correctly

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5859
2019-09-24 09:44:19 +02:00
Jeroen Bakker
271c6794d6 Cycles: Viewport Rendering Memory Improvement
Small memory reduction change by only storing the pixels of the combined
pass when it is being shown in the viewport. Previously the combined pass
was always calculated and present in the output buffer. The combined pass
will still be calculated.

It is a limitation in Blender that Cycles always had a combined pass.
This patch will remove the limitation from the code base of Cycles.
Blender still has the limitation, but will always request the combined
renderpass when doing final rendering.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5784
2019-09-17 11:24:55 +02:00
Campbell Barton
9e60e86057 Cleanup: clang-format 2019-09-13 21:12:43 +10:00
Patrick Mours
a2b52dc571 Cycles: add Optix device backend
This uses hardware-accelerated raytracing on NVIDIA RTX graphics cards.

It is still currently experimental. Most features are supported, but a few
are still missing like baking, branched path tracing and using CPU memory.
https://wiki.blender.org/wiki/Reference/Release_Notes/2.81/Cycles#NVIDIA_RTX

For building with Optix support, the Optix SDK must be installed. See here for
build instructions:
https://wiki.blender.org/wiki/Building_Blender/CUDA

Differential Revision: https://developer.blender.org/D5363
2019-09-13 11:50:11 +02:00
OmarSquircleArt
2ea82e86ca Shading: Add Vertex Color node.
This patch adds a new Vertex Color node. The node also returns the alpha
of the vertex color layer as an output.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5767
2019-09-12 17:42:13 +02:00
OmarSquircleArt
613b37bc2c Shading: Add More Features To The Voronoi Node.
This patch allows the Voronoi node to operate in 1D, 2D, and 4D space.
It also adds a Randomness input to control the randomness of the texture.
Additionally, it adds three new modes of operation:

- Smooth F1: A smooth version of F1 Voronoi with no discontinuities.
- Distance To Edge: Returns the distance to the edges of the cells.
- N-Sphere Radius: Returns the radius of the n-sphere inscribed in
the cells. In other words, it is half the distance between the
closest feature point and the feature point closest to it.

And it removes the following three modes of operation:

- F3.
- F4.
- Cracks.

The Distance metric is now called Euclidean, and it computes the actual
euclidean distance as opposed to the old method of computing the squared
euclidean distance.

This breaks backward compatibility in many ways, including the base case.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5743
2019-09-12 13:09:31 +02:00
Jeroen Bakker
7e61e59725 Cycles: Display RenderPass in Viewport
This change allows the user to select a renderpass in the 3d viewport.

Added support for external renderers to extend the `View3DShading` struct.
This way Blender doesn't need to know the features an external render engine wants to support.
Note that the View3DShading is also available in the scene->display.shading; although this is
supported, it does not make sense for render engines to put something here as it is really
scene/workbench related.

Currently cycles assumes that it always needs to calculate the combined pass; it ignores the
`pass_flag` in KernelFilm. We could optimize this but that was not in scope of this change

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5689
2019-09-11 12:19:44 +02:00
OmarSquircleArt
f2176b3ff3 Shading: Extend Musgrave node to other dimensions.
This patch extends Musgrave noise to operate in 1D, 2D, 3D, and 4D
space. The Color output was also removed because it was identical
to the Fac output.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5566
2019-09-09 21:06:55 +02:00
OmarSquircleArt
baaa89a0bc Shading: Rewrite Mapping node with dynamic inputs.
This patch rewrites the Mapping node to support dynamic inputs. The
Max and Min options have been removed. They can be added as Min and
Max Vector Math nodes manually.

Texture nodes still use the old matrix-based mapping. A new SVM node
`NODE_TEXTURE_MAPPING` has been added to preserve this functionality.
Similarly, in GLSL, a `mapping_mat4` function has been added.

Reviewers: brecht, JacquesLucke
2019-09-04 23:17:13 +02:00
OmarSquircleArt
23564583a4 Shading: Extend Noise node to other dimenstions.
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D
space. The noise code has also been refactored to be more readable.

The Color output and distortion patterns changed, so this patch
breaks backward compatibility. This is due to the fact that we
now use random offsets as noise seeds, as opposed to swizzling
and constants offsets.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5560
2019-09-04 17:54:32 +02:00
Campbell Barton
ac646bc20d Cleanup: spelling 2019-08-31 01:21:42 +10:00
Mai Lavelle
697fd86506 Cycles: Stitching of subdivided and displaced meshes
This patch stitches the vertices along patch edges so that cracks can
no longer form when applying subdivision or displacement a mesh.

Subpatches are now formed in a way that ensures vertex indices along
subpatch edges are equal for adjacent subpatches. A mapping of vertices
along patch edges is built to preform stitching. Overall performance is
roughly the same, some gains were made in splitting, but some was lost
in stitching.

This fixes:
- T49049 (cracks between patches from material and uv seams)
- T49048 (discontinuous normals with true displacement)

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3692
2019-08-27 14:27:53 -04:00
Patrick Mours
f6da680946 Cycles: refactor of BVH building to prepare for Optix
Ref D5363
2019-08-26 17:39:57 +02:00
Brecht Van Lommel
2b55f621fe Cleanup: fix compiler warnings 2019-08-26 16:08:17 +02:00
OmarSquircleArt
08ab3cbcce Shading: Add object color to Object Info node.
The object color property is added as an additional output in
the Object Info node.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5554
2019-08-22 14:26:09 +02:00
OmarSquircleArt
e83f092201 Shading: Add Volume Info node.
The Volume Info node provides the Color, Desnity, Flame, and Temperature
of smoke domains.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5551
2019-08-21 20:22:24 +02:00
OmarSquircleArt
133dfdd704 Shading: Add White Noise node.
The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5550
2019-08-21 20:04:09 +02:00
OmarSquircleArt
7f4a2fc437 Shading: Add more operators to Vector Math node.
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.

The patch doesn't include tests for the new operators. Tests will be added
in a later patch.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5523
2019-08-21 19:36:33 +02:00
Brecht Van Lommel
1876e18b1b Fix use of uninitialized variable in Cycles math node 2019-08-20 18:19:22 +02:00