1081 lines
38 KiB
C++
1081 lines
38 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "RNA_types.hh"
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#include "scene/background.h"
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#include "scene/bake.h"
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#include "scene/camera.h"
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#include "scene/curves.h"
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#include "scene/film.h"
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#include "scene/integrator.h"
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#include "scene/light.h"
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#include "scene/mesh.h"
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#include "scene/object.h"
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#include "scene/procedural.h"
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#include "scene/scene.h"
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#include "scene/shader.h"
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#include "scene/shader_graph.h"
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#include "scene/shader_nodes.h"
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#include "device/device.h"
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#include "blender/device.h"
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#include "blender/session.h"
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#include "blender/sync.h"
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#include "blender/util.h"
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#include "integrator/denoiser.h"
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#include "util/debug.h"
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#include "util/hash.h"
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#include "util/log.h"
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CCL_NAMESPACE_BEGIN
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static const char *cryptomatte_prefix = "Crypto";
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/* Constructor */
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BlenderSync::BlenderSync(BL::RenderEngine &b_engine,
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BL::BlendData &b_data,
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BL::Scene &b_scene,
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Scene *scene,
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bool preview,
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bool use_developer_ui,
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Progress &progress)
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: b_engine(b_engine),
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b_data(b_data),
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b_scene(b_scene),
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b_bake_target(PointerRNA_NULL),
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shader_map(scene),
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object_map(scene),
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procedural_map(scene),
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geometry_map(scene),
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light_map(scene),
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particle_system_map(scene),
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world_map(nullptr),
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world_recalc(false),
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scene(scene),
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preview(preview),
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experimental(false),
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use_developer_ui(use_developer_ui),
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dicing_rate(1.0f),
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max_subdivisions(12),
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progress(progress)
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
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RNA_float_get(&cscene, "dicing_rate");
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max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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}
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BlenderSync::~BlenderSync() = default;
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void BlenderSync::reset(BL::BlendData &b_data, BL::Scene &b_scene)
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{
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/* Update data and scene pointers in case they change in session reset,
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* for example after undo.
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* Note that we do not modify the `has_updates_` flag here because the sync
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* reset is also used during viewport navigation. */
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this->b_data = b_data;
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this->b_scene = b_scene;
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}
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void BlenderSync::tag_update()
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{
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has_updates_ = true;
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}
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void BlenderSync::set_bake_target(BL::Object &b_object)
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{
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b_bake_target = b_object;
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}
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/* Sync */
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void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
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{
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/* Sync recalc flags from blender to cycles. Actual update is done separate,
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* so we can do it later on if doing it immediate is not suitable. */
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if (experimental) {
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/* Mark all meshes as needing to be exported again if dicing changed. */
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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bool dicing_prop_changed = false;
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float updated_dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
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RNA_float_get(&cscene, "dicing_rate");
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if (dicing_rate != updated_dicing_rate) {
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dicing_rate = updated_dicing_rate;
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dicing_prop_changed = true;
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}
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int updated_max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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if (max_subdivisions != updated_max_subdivisions) {
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max_subdivisions = updated_max_subdivisions;
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dicing_prop_changed = true;
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}
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if (dicing_prop_changed) {
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has_updates_ = true;
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for (const pair<const GeometryKey, Geometry *> &iter : geometry_map.key_to_scene_data()) {
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Geometry *geom = iter.second;
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if (geom->is_mesh()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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if (mesh->get_subdivision_type() != Mesh::SUBDIVISION_NONE) {
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PointerRNA id_ptr = RNA_id_pointer_create((::ID *)iter.first.id);
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geometry_map.set_recalc(BL::ID(id_ptr));
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}
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}
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}
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}
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}
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/* Iterate over all IDs in this depsgraph. */
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for (BL::DepsgraphUpdate &b_update : b_depsgraph.updates) {
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/* TODO(sergey): Can do more selective filter here. For example, ignore changes made to
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* screen data-block. Note that sync_data() needs to be called after object deletion, and
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* currently this is ensured by the scene ID tagged for update, which sets the `has_updates_`
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* flag. */
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has_updates_ = true;
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BL::ID b_id(b_update.id());
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/* Material */
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if (b_id.is_a(&RNA_Material)) {
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BL::Material b_mat(b_id);
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shader_map.set_recalc(b_mat);
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}
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/* Light */
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else if (b_id.is_a(&RNA_Light)) {
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BL::Light b_light(b_id);
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shader_map.set_recalc(b_light);
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}
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/* Object */
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else if (b_id.is_a(&RNA_Object)) {
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BL::Object b_ob(b_id);
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const bool can_have_geometry = object_can_have_geometry(b_ob);
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const bool is_light = !can_have_geometry && object_is_light(b_ob);
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if (b_ob.is_instancer() && b_update.is_updated_shading()) {
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/* Needed for e.g. object color updates on instancer. */
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object_map.set_recalc(b_ob);
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}
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if (can_have_geometry || is_light) {
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const bool updated_geometry = b_update.is_updated_geometry();
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/* Geometry (mesh, hair, volume). */
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if (can_have_geometry) {
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if (b_update.is_updated_transform() || b_update.is_updated_shading()) {
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object_map.set_recalc(b_ob);
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}
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if (updated_geometry ||
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(object_subdivision_type(b_ob, preview, experimental) != Mesh::SUBDIVISION_NONE))
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{
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BL::ID key = BKE_object_is_modified(b_ob) ? b_ob : b_ob.data();
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geometry_map.set_recalc(key);
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/* Sync all contained geometry instances as well when the object changed.. */
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map<void *, set<BL::ID>>::const_iterator instance_geometries =
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instance_geometries_by_object.find(b_ob.ptr.data);
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if (instance_geometries != instance_geometries_by_object.end()) {
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for (BL::ID geometry : instance_geometries->second) {
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geometry_map.set_recalc(geometry);
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}
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}
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}
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if (updated_geometry) {
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BL::Object::particle_systems_iterator b_psys;
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for (b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end();
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++b_psys)
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{
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particle_system_map.set_recalc(b_ob);
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}
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}
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}
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/* Light */
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else if (is_light) {
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if (b_update.is_updated_transform() || b_update.is_updated_shading()) {
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object_map.set_recalc(b_ob);
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light_map.set_recalc(b_ob);
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}
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if (updated_geometry) {
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light_map.set_recalc(b_ob);
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}
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}
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}
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else if (object_is_camera(b_ob)) {
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shader_map.set_recalc(b_ob);
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}
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}
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/* Mesh */
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else if (b_id.is_a(&RNA_Mesh)) {
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BL::Mesh b_mesh(b_id);
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geometry_map.set_recalc(b_mesh);
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}
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/* World */
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else if (b_id.is_a(&RNA_World)) {
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BL::World b_world(b_id);
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if (world_map == b_world.ptr.data) {
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world_recalc = true;
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}
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shader_map.set_recalc(b_world);
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}
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/* World */
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else if (b_id.is_a(&RNA_Scene)) {
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shader_map.set_recalc(b_id);
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}
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/* Volume */
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else if (b_id.is_a(&RNA_Volume)) {
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BL::Volume b_volume(b_id);
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geometry_map.set_recalc(b_volume);
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}
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}
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if (b_v3d) {
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BlenderViewportParameters new_viewport_parameters(b_v3d, use_developer_ui);
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if (viewport_parameters.shader_modified(new_viewport_parameters)) {
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world_recalc = true;
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has_updates_ = true;
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}
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has_updates_ |= viewport_parameters.modified(new_viewport_parameters);
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}
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}
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void BlenderSync::sync_data(BL::RenderSettings &b_render,
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BL::Depsgraph &b_depsgraph,
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BL::SpaceView3D &b_v3d,
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BL::Object &b_override,
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int width,
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int height,
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void **python_thread_state,
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const DeviceInfo &denoise_device_info)
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{
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/* For auto refresh images. */
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ImageManager *image_manager = scene->image_manager;
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const int frame = b_scene.frame_current();
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const bool auto_refresh_update = image_manager->set_animation_frame_update(frame);
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if (!has_updates_ && !auto_refresh_update) {
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return;
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}
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scoped_timer timer;
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BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
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/* TODO(sergey): This feels weak to pass view layer to the integrator, and even weaker to have an
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* implicit check on whether it is a background render or not. What is the nicer thing here? */
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const bool background = !b_v3d;
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sync_view_layer(b_view_layer);
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sync_integrator(b_view_layer, background, denoise_device_info);
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sync_film(b_view_layer, b_v3d);
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sync_shaders(b_depsgraph, b_v3d, auto_refresh_update);
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sync_images();
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geometry_synced.clear(); /* use for objects and motion sync */
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if (scene->need_motion() == Scene::MOTION_PASS || scene->need_motion() == Scene::MOTION_NONE ||
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scene->camera->get_motion_position() == MOTION_POSITION_CENTER)
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{
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sync_objects(b_depsgraph, b_v3d);
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}
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sync_motion(b_render, b_depsgraph, b_v3d, b_override, width, height, python_thread_state);
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geometry_synced.clear();
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/* Shader sync done at the end, since object sync uses it.
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* false = don't delete unused shaders, not supported. */
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shader_map.post_sync(false);
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VLOG_INFO << "Total time spent synchronizing data: " << timer.get_time();
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has_updates_ = false;
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}
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/* Integrator */
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void BlenderSync::sync_integrator(BL::ViewLayer &b_view_layer,
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bool background,
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const DeviceInfo &denoise_device_info)
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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experimental = (get_enum(cscene, "feature_set") != 0);
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Integrator *integrator = scene->integrator;
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integrator->set_min_bounce(get_int(cscene, "min_light_bounces"));
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integrator->set_max_bounce(get_int(cscene, "max_bounces"));
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integrator->set_max_diffuse_bounce(get_int(cscene, "diffuse_bounces"));
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integrator->set_max_glossy_bounce(get_int(cscene, "glossy_bounces"));
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integrator->set_max_transmission_bounce(get_int(cscene, "transmission_bounces"));
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integrator->set_max_volume_bounce(get_int(cscene, "volume_bounces"));
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integrator->set_transparent_min_bounce(get_int(cscene, "min_transparent_bounces"));
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integrator->set_transparent_max_bounce(get_int(cscene, "transparent_max_bounces"));
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integrator->set_volume_max_steps(get_int(cscene, "volume_max_steps"));
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float volume_step_rate = (preview) ? get_float(cscene, "volume_preview_step_rate") :
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get_float(cscene, "volume_step_rate");
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integrator->set_volume_step_rate(volume_step_rate);
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integrator->set_caustics_reflective(get_boolean(cscene, "caustics_reflective"));
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integrator->set_caustics_refractive(get_boolean(cscene, "caustics_refractive"));
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integrator->set_filter_glossy(get_float(cscene, "blur_glossy"));
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int seed = get_int(cscene, "seed");
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if (get_boolean(cscene, "use_animated_seed")) {
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seed = hash_uint2(b_scene.frame_current(), get_int(cscene, "seed"));
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if (b_scene.frame_subframe() != 0.0f) {
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/* TODO(sergey): Ideally should be some sort of hash_merge,
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* but this is good enough for now.
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*/
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seed += hash_uint2((int)(b_scene.frame_subframe() * (float)INT_MAX),
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get_int(cscene, "seed"));
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}
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}
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integrator->set_seed(seed);
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integrator->set_sample_clamp_direct(get_float(cscene, "sample_clamp_direct"));
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integrator->set_sample_clamp_indirect(get_float(cscene, "sample_clamp_indirect"));
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if (!preview) {
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integrator->set_motion_blur(view_layer.use_motion_blur);
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}
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bool use_light_tree = get_boolean(cscene, "use_light_tree");
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integrator->set_use_light_tree(use_light_tree);
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integrator->set_light_sampling_threshold(get_float(cscene, "light_sampling_threshold"));
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if (integrator->use_light_tree_is_modified()) {
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scene->light_manager->tag_update(scene, LightManager::UPDATE_ALL);
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}
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SamplingPattern sampling_pattern = (SamplingPattern)get_enum(
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cscene, "sampling_pattern", SAMPLING_NUM_PATTERNS, SAMPLING_PATTERN_TABULATED_SOBOL);
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switch (sampling_pattern) {
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case SAMPLING_PATTERN_AUTOMATIC:
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if (!background) {
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/* For interactive rendering, ensure that the first sample is in itself
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* blue-noise-distributed for smooth viewport navigation. */
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sampling_pattern = SAMPLING_PATTERN_BLUE_NOISE_FIRST;
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}
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else {
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/* For non-interactive rendering, default to a full blue-noise pattern. */
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sampling_pattern = SAMPLING_PATTERN_BLUE_NOISE_PURE;
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}
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break;
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case SAMPLING_PATTERN_TABULATED_SOBOL:
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case SAMPLING_PATTERN_BLUE_NOISE_PURE:
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/* Always allowed. */
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break;
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default:
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/* If not using developer UI, default to blue noise for "advanced" patterns. */
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if (!use_developer_ui) {
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sampling_pattern = SAMPLING_PATTERN_BLUE_NOISE_PURE;
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}
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break;
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}
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const bool is_vertex_baking = b_bake_target && b_scene.render().bake().target() !=
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BL::BakeSettings::target_IMAGE_TEXTURES;
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scene->bake_manager->set_use_seed(is_vertex_baking);
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if (is_vertex_baking) {
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/* When baking vertex colors, the "pixels" in the output are unrelated to their neighbors,
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* so blue-noise sampling makes no sense. */
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sampling_pattern = SAMPLING_PATTERN_TABULATED_SOBOL;
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}
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integrator->set_sampling_pattern(sampling_pattern);
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int samples = 1;
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bool use_adaptive_sampling = false;
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if (preview) {
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samples = get_int(cscene, "preview_samples");
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use_adaptive_sampling = RNA_boolean_get(&cscene, "use_preview_adaptive_sampling");
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integrator->set_use_adaptive_sampling(use_adaptive_sampling);
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integrator->set_adaptive_threshold(get_float(cscene, "preview_adaptive_threshold"));
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integrator->set_adaptive_min_samples(get_int(cscene, "preview_adaptive_min_samples"));
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}
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else {
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samples = get_int(cscene, "samples");
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use_adaptive_sampling = RNA_boolean_get(&cscene, "use_adaptive_sampling");
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integrator->set_use_adaptive_sampling(use_adaptive_sampling);
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integrator->set_adaptive_threshold(get_float(cscene, "adaptive_threshold"));
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integrator->set_adaptive_min_samples(get_int(cscene, "adaptive_min_samples"));
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}
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float scrambling_distance = get_float(cscene, "scrambling_distance");
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bool auto_scrambling_distance = get_boolean(cscene, "auto_scrambling_distance");
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if (auto_scrambling_distance) {
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if (samples == 0) {
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/* If samples is 0, then viewport rendering is set to render infinitely. In that case we
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* override the samples value with 4096 so the Automatic Scrambling Distance algorithm
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* picks a Scrambling Distance value with a good balance of performance and correlation
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* artifacts when rendering to high sample counts. */
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samples = 4096;
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}
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if (use_adaptive_sampling) {
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/* If Adaptive Sampling is enabled, use "min_samples" in the Automatic Scrambling Distance
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* algorithm to avoid artifacts common with Adaptive Sampling + Scrambling Distance. */
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const AdaptiveSampling adaptive_sampling = integrator->get_adaptive_sampling();
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samples = min(samples, adaptive_sampling.min_samples);
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}
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scrambling_distance *= 4.0f / sqrtf(samples);
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}
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/* Only use scrambling distance in the viewport if user wants to. */
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bool preview_scrambling_distance = get_boolean(cscene, "preview_scrambling_distance");
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if ((preview && !preview_scrambling_distance) ||
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sampling_pattern != SAMPLING_PATTERN_TABULATED_SOBOL)
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{
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scrambling_distance = 1.0f;
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}
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if (scrambling_distance != 1.0f) {
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VLOG_INFO << "Using scrambling distance: " << scrambling_distance;
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}
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integrator->set_scrambling_distance(scrambling_distance);
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if (get_boolean(cscene, "use_fast_gi")) {
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if (preview) {
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integrator->set_ao_bounces(get_int(cscene, "ao_bounces"));
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}
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else {
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integrator->set_ao_bounces(get_int(cscene, "ao_bounces_render"));
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}
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}
|
|
else {
|
|
integrator->set_ao_bounces(0);
|
|
}
|
|
|
|
#ifdef WITH_CYCLES_DEBUG
|
|
DirectLightSamplingType direct_light_sampling_type = (DirectLightSamplingType)get_enum(
|
|
cscene, "direct_light_sampling_type", DIRECT_LIGHT_SAMPLING_NUM, DIRECT_LIGHT_SAMPLING_MIS);
|
|
integrator->set_direct_light_sampling_type(direct_light_sampling_type);
|
|
#endif
|
|
|
|
integrator->set_use_guiding(get_boolean(cscene, "use_guiding"));
|
|
integrator->set_use_surface_guiding(get_boolean(cscene, "use_surface_guiding"));
|
|
integrator->set_use_volume_guiding(get_boolean(cscene, "use_volume_guiding"));
|
|
integrator->set_guiding_training_samples(get_int(cscene, "guiding_training_samples"));
|
|
|
|
if (use_developer_ui) {
|
|
integrator->set_deterministic_guiding(get_boolean(cscene, "use_deterministic_guiding"));
|
|
integrator->set_surface_guiding_probability(get_float(cscene, "surface_guiding_probability"));
|
|
integrator->set_volume_guiding_probability(get_float(cscene, "volume_guiding_probability"));
|
|
integrator->set_use_guiding_direct_light(get_boolean(cscene, "use_guiding_direct_light"));
|
|
integrator->set_use_guiding_mis_weights(get_boolean(cscene, "use_guiding_mis_weights"));
|
|
GuidingDistributionType guiding_distribution_type = (GuidingDistributionType)get_enum(
|
|
cscene, "guiding_distribution_type", GUIDING_NUM_TYPES, GUIDING_TYPE_PARALLAX_AWARE_VMM);
|
|
integrator->set_guiding_distribution_type(guiding_distribution_type);
|
|
GuidingDirectionalSamplingType guiding_directional_sampling_type =
|
|
(GuidingDirectionalSamplingType)get_enum(cscene,
|
|
"guiding_directional_sampling_type",
|
|
GUIDING_DIRECTIONAL_SAMPLING_NUM_TYPES,
|
|
GUIDING_DIRECTIONAL_SAMPLING_TYPE_RIS);
|
|
integrator->set_guiding_directional_sampling_type(guiding_directional_sampling_type);
|
|
integrator->set_guiding_roughness_threshold(get_float(cscene, "guiding_roughness_threshold"));
|
|
}
|
|
|
|
DenoiseParams denoise_params = get_denoise_params(
|
|
b_scene, b_view_layer, background, denoise_device_info);
|
|
|
|
/* No denoising support for vertex color baking, vertices packed into image
|
|
* buffer have no relation to neighbors. */
|
|
if (is_vertex_baking) {
|
|
denoise_params.use = false;
|
|
}
|
|
|
|
integrator->set_use_denoise(denoise_params.use);
|
|
|
|
/* Only update denoiser parameters if the denoiser is actually used. This allows to tweak
|
|
* denoiser parameters before enabling it without render resetting on every change. The downside
|
|
* is that the interface and the integrator are technically out of sync. */
|
|
if (denoise_params.use) {
|
|
integrator->set_denoiser_type(denoise_params.type);
|
|
integrator->set_denoise_use_gpu(denoise_params.use_gpu);
|
|
integrator->set_denoise_start_sample(denoise_params.start_sample);
|
|
integrator->set_use_denoise_pass_albedo(denoise_params.use_pass_albedo);
|
|
integrator->set_use_denoise_pass_normal(denoise_params.use_pass_normal);
|
|
integrator->set_denoiser_prefilter(denoise_params.prefilter);
|
|
integrator->set_denoiser_quality(denoise_params.quality);
|
|
}
|
|
|
|
/* UPDATE_NONE as we don't want to tag the integrator as modified (this was done by the
|
|
* set calls above), but we need to make sure that the dependent things are tagged. */
|
|
integrator->tag_update(scene, Integrator::UPDATE_NONE);
|
|
}
|
|
|
|
/* Film */
|
|
|
|
void BlenderSync::sync_film(BL::ViewLayer &b_view_layer, BL::SpaceView3D &b_v3d)
|
|
{
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
|
|
|
|
Film *film = scene->film;
|
|
|
|
if (b_v3d) {
|
|
const BlenderViewportParameters new_viewport_parameters(b_v3d, use_developer_ui);
|
|
film->set_display_pass(new_viewport_parameters.display_pass);
|
|
film->set_show_active_pixels(new_viewport_parameters.show_active_pixels);
|
|
}
|
|
|
|
film->set_exposure(get_float(cscene, "film_exposure"));
|
|
film->set_filter_type(
|
|
(FilterType)get_enum(cscene, "pixel_filter_type", FILTER_NUM_TYPES, FILTER_BLACKMAN_HARRIS));
|
|
float filter_width = (film->get_filter_type() == FILTER_BOX) ? 1.0f :
|
|
get_float(cscene, "filter_width");
|
|
film->set_filter_width(filter_width);
|
|
|
|
if (b_scene.world()) {
|
|
BL::WorldMistSettings b_mist = b_scene.world().mist_settings();
|
|
|
|
film->set_mist_start(b_mist.start());
|
|
film->set_mist_depth(b_mist.depth());
|
|
|
|
switch (b_mist.falloff()) {
|
|
case BL::WorldMistSettings::falloff_QUADRATIC:
|
|
film->set_mist_falloff(2.0f);
|
|
break;
|
|
case BL::WorldMistSettings::falloff_LINEAR:
|
|
film->set_mist_falloff(1.0f);
|
|
break;
|
|
case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
|
|
film->set_mist_falloff(0.5f);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Blender viewport does not support proper shadow catcher compositing, so force an approximate
|
|
* mode to improve visual feedback. */
|
|
if (b_v3d) {
|
|
film->set_use_approximate_shadow_catcher(true);
|
|
}
|
|
else {
|
|
film->set_use_approximate_shadow_catcher(!get_boolean(crl, "use_pass_shadow_catcher"));
|
|
}
|
|
}
|
|
|
|
/* Render Layer */
|
|
|
|
void BlenderSync::sync_view_layer(BL::ViewLayer &b_view_layer)
|
|
{
|
|
view_layer.name = b_view_layer.name();
|
|
|
|
/* Filter. */
|
|
view_layer.use_background_shader = b_view_layer.use_sky();
|
|
/* Always enable surfaces for baking, otherwise there is nothing to bake to. */
|
|
view_layer.use_surfaces = b_view_layer.use_solid() || b_bake_target;
|
|
view_layer.use_hair = b_view_layer.use_strand();
|
|
view_layer.use_volumes = b_view_layer.use_volumes();
|
|
view_layer.use_motion_blur = b_view_layer.use_motion_blur() &&
|
|
b_scene.render().use_motion_blur();
|
|
|
|
/* Material override. */
|
|
view_layer.material_override = b_view_layer.material_override();
|
|
/* World override. */
|
|
view_layer.world_override = b_view_layer.world_override();
|
|
|
|
/* Sample override. */
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
int use_layer_samples = get_enum(cscene, "use_layer_samples");
|
|
|
|
view_layer.bound_samples = (use_layer_samples == 1);
|
|
view_layer.samples = 0;
|
|
|
|
if (use_layer_samples != 2) {
|
|
int samples = b_view_layer.samples();
|
|
view_layer.samples = samples;
|
|
}
|
|
}
|
|
|
|
/* Images */
|
|
void BlenderSync::sync_images()
|
|
{
|
|
/* Sync is a convention for this API, but currently it frees unused buffers. */
|
|
|
|
const bool is_interface_locked = b_engine.render() && b_engine.render().use_lock_interface();
|
|
if (is_interface_locked == false && BlenderSession::headless == false) {
|
|
/* If interface is not locked, it's possible image is needed for
|
|
* the display.
|
|
*/
|
|
return;
|
|
}
|
|
/* Free buffers used by images which are not needed for render. */
|
|
for (BL::Image &b_image : b_data.images) {
|
|
const bool is_builtin = image_is_builtin(b_image, b_engine);
|
|
if (is_builtin == false) {
|
|
b_image.buffers_free();
|
|
}
|
|
/* TODO(sergey): Free builtin images not used by any shader. */
|
|
}
|
|
}
|
|
|
|
/* Passes */
|
|
|
|
static bool get_known_pass_type(BL::RenderPass &b_pass, PassType &type, PassMode &mode)
|
|
{
|
|
string name = b_pass.name();
|
|
#define MAP_PASS(passname, passtype, noisy) \
|
|
if (name == passname) { \
|
|
type = passtype; \
|
|
mode = (noisy) ? PassMode::NOISY : PassMode::DENOISED; \
|
|
return true; \
|
|
} \
|
|
((void)0)
|
|
|
|
/* NOTE: Keep in sync with defined names from engine.py */
|
|
|
|
MAP_PASS("Combined", PASS_COMBINED, false);
|
|
MAP_PASS("Noisy Image", PASS_COMBINED, true);
|
|
|
|
MAP_PASS("Depth", PASS_DEPTH, false);
|
|
MAP_PASS("Mist", PASS_MIST, false);
|
|
MAP_PASS("Position", PASS_POSITION, false);
|
|
MAP_PASS("Normal", PASS_NORMAL, false);
|
|
MAP_PASS("IndexOB", PASS_OBJECT_ID, false);
|
|
MAP_PASS("UV", PASS_UV, false);
|
|
MAP_PASS("Vector", PASS_MOTION, false);
|
|
MAP_PASS("IndexMA", PASS_MATERIAL_ID, false);
|
|
|
|
MAP_PASS("DiffDir", PASS_DIFFUSE_DIRECT, false);
|
|
MAP_PASS("GlossDir", PASS_GLOSSY_DIRECT, false);
|
|
MAP_PASS("TransDir", PASS_TRANSMISSION_DIRECT, false);
|
|
MAP_PASS("VolumeDir", PASS_VOLUME_DIRECT, false);
|
|
|
|
MAP_PASS("DiffInd", PASS_DIFFUSE_INDIRECT, false);
|
|
MAP_PASS("GlossInd", PASS_GLOSSY_INDIRECT, false);
|
|
MAP_PASS("TransInd", PASS_TRANSMISSION_INDIRECT, false);
|
|
MAP_PASS("VolumeInd", PASS_VOLUME_INDIRECT, false);
|
|
|
|
MAP_PASS("DiffCol", PASS_DIFFUSE_COLOR, false);
|
|
MAP_PASS("GlossCol", PASS_GLOSSY_COLOR, false);
|
|
MAP_PASS("TransCol", PASS_TRANSMISSION_COLOR, false);
|
|
|
|
MAP_PASS("Emit", PASS_EMISSION, false);
|
|
MAP_PASS("Env", PASS_BACKGROUND, false);
|
|
MAP_PASS("AO", PASS_AO, false);
|
|
|
|
MAP_PASS("BakePrimitive", PASS_BAKE_PRIMITIVE, false);
|
|
MAP_PASS("BakeSeed", PASS_BAKE_SEED, false);
|
|
MAP_PASS("BakeDifferential", PASS_BAKE_DIFFERENTIAL, false);
|
|
|
|
MAP_PASS("Denoising Normal", PASS_DENOISING_NORMAL, true);
|
|
MAP_PASS("Denoising Albedo", PASS_DENOISING_ALBEDO, true);
|
|
MAP_PASS("Denoising Depth", PASS_DENOISING_DEPTH, true);
|
|
|
|
MAP_PASS("Shadow Catcher", PASS_SHADOW_CATCHER, false);
|
|
MAP_PASS("Noisy Shadow Catcher", PASS_SHADOW_CATCHER, true);
|
|
|
|
MAP_PASS("AdaptiveAuxBuffer", PASS_ADAPTIVE_AUX_BUFFER, false);
|
|
MAP_PASS("Debug Sample Count", PASS_SAMPLE_COUNT, false);
|
|
|
|
MAP_PASS("Guiding Color", PASS_GUIDING_COLOR, false);
|
|
MAP_PASS("Guiding Probability", PASS_GUIDING_PROBABILITY, false);
|
|
MAP_PASS("Guiding Average Roughness", PASS_GUIDING_AVG_ROUGHNESS, false);
|
|
|
|
if (string_startswith(name, cryptomatte_prefix)) {
|
|
type = PASS_CRYPTOMATTE;
|
|
mode = PassMode::DENOISED;
|
|
return true;
|
|
}
|
|
|
|
#undef MAP_PASS
|
|
|
|
return false;
|
|
}
|
|
|
|
static Pass *pass_add(Scene *scene,
|
|
PassType type,
|
|
const char *name,
|
|
PassMode mode = PassMode::DENOISED)
|
|
{
|
|
Pass *pass = scene->create_node<Pass>();
|
|
|
|
pass->set_type(type);
|
|
pass->set_name(ustring(name));
|
|
pass->set_mode(mode);
|
|
|
|
return pass;
|
|
}
|
|
|
|
void BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay, BL::ViewLayer &b_view_layer)
|
|
{
|
|
/* Delete all existing passes. */
|
|
set<Pass *> clear_passes(scene->passes.begin(), scene->passes.end());
|
|
scene->delete_nodes(clear_passes);
|
|
|
|
/* Always add combined pass. */
|
|
pass_add(scene, PASS_COMBINED, "Combined");
|
|
|
|
/* Cryptomatte stores two ID/weight pairs per RGBA layer.
|
|
* User facing parameter is the number of pairs. */
|
|
int crypto_depth = divide_up(min(16, b_view_layer.pass_cryptomatte_depth()), 2);
|
|
scene->film->set_cryptomatte_depth(crypto_depth);
|
|
CryptomatteType cryptomatte_passes = CRYPT_NONE;
|
|
if (b_view_layer.use_pass_cryptomatte_object()) {
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_OBJECT);
|
|
}
|
|
if (b_view_layer.use_pass_cryptomatte_material()) {
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_MATERIAL);
|
|
}
|
|
if (b_view_layer.use_pass_cryptomatte_asset()) {
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_ASSET);
|
|
}
|
|
scene->film->set_cryptomatte_passes(cryptomatte_passes);
|
|
|
|
unordered_set<string> expected_passes;
|
|
|
|
/* Custom AOV passes. */
|
|
BL::ViewLayer::aovs_iterator b_aov_iter;
|
|
for (b_view_layer.aovs.begin(b_aov_iter); b_aov_iter != b_view_layer.aovs.end(); ++b_aov_iter) {
|
|
BL::AOV b_aov(*b_aov_iter);
|
|
if (!b_aov.is_valid()) {
|
|
continue;
|
|
}
|
|
|
|
string name = b_aov.name();
|
|
PassType type = (b_aov.type() == BL::AOV::type_COLOR) ? PASS_AOV_COLOR : PASS_AOV_VALUE;
|
|
|
|
pass_add(scene, type, name.c_str());
|
|
expected_passes.insert(name);
|
|
}
|
|
|
|
/* Light Group passes. */
|
|
BL::ViewLayer::lightgroups_iterator b_lightgroup_iter;
|
|
for (b_view_layer.lightgroups.begin(b_lightgroup_iter);
|
|
b_lightgroup_iter != b_view_layer.lightgroups.end();
|
|
++b_lightgroup_iter)
|
|
{
|
|
BL::Lightgroup b_lightgroup(*b_lightgroup_iter);
|
|
|
|
string name = string_printf("Combined_%s", b_lightgroup.name().c_str());
|
|
|
|
Pass *pass = pass_add(scene, PASS_COMBINED, name.c_str(), PassMode::NOISY);
|
|
pass->set_lightgroup(ustring(b_lightgroup.name()));
|
|
expected_passes.insert(name);
|
|
}
|
|
|
|
/* Sync the passes that were defined in engine.py. */
|
|
for (BL::RenderPass &b_pass : b_rlay.passes) {
|
|
PassType pass_type = PASS_NONE;
|
|
PassMode pass_mode = PassMode::DENOISED;
|
|
|
|
if (!get_known_pass_type(b_pass, pass_type, pass_mode)) {
|
|
if (!expected_passes.count(b_pass.name())) {
|
|
LOG(ERROR) << "Unknown pass " << b_pass.name();
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (pass_type == PASS_MOTION &&
|
|
(b_view_layer.use_motion_blur() && b_scene.render().use_motion_blur()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
pass_add(scene, pass_type, b_pass.name().c_str(), pass_mode);
|
|
}
|
|
|
|
scene->film->set_pass_alpha_threshold(b_view_layer.pass_alpha_threshold());
|
|
}
|
|
|
|
void BlenderSync::free_data_after_sync(BL::Depsgraph &b_depsgraph)
|
|
{
|
|
/* When viewport display is not needed during render we can force some
|
|
* caches to be releases from blender side in order to reduce peak memory
|
|
* footprint during synchronization process.
|
|
*/
|
|
|
|
const bool is_interface_locked = b_engine.render() && b_engine.render().use_lock_interface();
|
|
const bool is_persistent_data = b_engine.render() && b_engine.render().use_persistent_data();
|
|
const bool can_free_caches =
|
|
(BlenderSession::headless || is_interface_locked) &&
|
|
/* Baking re-uses the depsgraph multiple times, clearing crashes
|
|
* reading un-evaluated mesh data which isn't aligned with the
|
|
* geometry we're baking, see #71012. */
|
|
!b_bake_target &&
|
|
/* Persistent data must main caches for performance and correctness. */
|
|
!is_persistent_data;
|
|
|
|
if (!can_free_caches) {
|
|
return;
|
|
}
|
|
/* TODO(sergey): We can actually remove the whole dependency graph,
|
|
* but that will need some API support first.
|
|
*/
|
|
for (BL::Object &b_ob : b_depsgraph.objects) {
|
|
/* Grease pencil render requires all evaluated objects available as-is after Cycles is done
|
|
* with its part. */
|
|
if (b_ob.type() == BL::Object::type_GREASEPENCIL || b_ob.type() == BL::Object::type_GPENCIL) {
|
|
continue;
|
|
}
|
|
b_ob.cache_release();
|
|
}
|
|
}
|
|
|
|
/* Scene Parameters */
|
|
|
|
SceneParams BlenderSync::get_scene_params(BL::Scene &b_scene,
|
|
const bool background,
|
|
const bool use_developer_ui)
|
|
{
|
|
SceneParams params;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
|
|
|
if (shadingsystem == 0) {
|
|
params.shadingsystem = SHADINGSYSTEM_SVM;
|
|
}
|
|
else if (shadingsystem == 1) {
|
|
params.shadingsystem = SHADINGSYSTEM_OSL;
|
|
}
|
|
|
|
if (background || (use_developer_ui && get_enum(cscene, "debug_bvh_type"))) {
|
|
params.bvh_type = BVH_TYPE_STATIC;
|
|
}
|
|
else {
|
|
params.bvh_type = BVH_TYPE_DYNAMIC;
|
|
}
|
|
|
|
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
|
|
params.use_bvh_compact_structure = RNA_boolean_get(&cscene, "debug_use_compact_bvh");
|
|
params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
|
|
params.num_bvh_time_steps = RNA_int_get(&cscene, "debug_bvh_time_steps");
|
|
|
|
PointerRNA csscene = RNA_pointer_get(&b_scene.ptr, "cycles_curves");
|
|
params.hair_subdivisions = get_int(csscene, "subdivisions");
|
|
params.hair_shape = (CurveShapeType)get_enum(
|
|
csscene, "shape", CURVE_NUM_SHAPE_TYPES, CURVE_THICK);
|
|
|
|
int texture_limit;
|
|
if (background) {
|
|
texture_limit = RNA_enum_get(&cscene, "texture_limit_render");
|
|
}
|
|
else {
|
|
texture_limit = RNA_enum_get(&cscene, "texture_limit");
|
|
}
|
|
if (texture_limit > 0 && b_scene.render().use_simplify()) {
|
|
params.texture_limit = 1 << (texture_limit + 6);
|
|
}
|
|
else {
|
|
params.texture_limit = 0;
|
|
}
|
|
|
|
params.bvh_layout = DebugFlags().cpu.bvh_layout;
|
|
|
|
params.background = background;
|
|
|
|
return params;
|
|
}
|
|
|
|
/* Session Parameters */
|
|
|
|
bool BlenderSync::get_session_pause(BL::Scene &b_scene, bool background)
|
|
{
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
return (background) ? false : get_boolean(cscene, "preview_pause");
|
|
}
|
|
|
|
SessionParams BlenderSync::get_session_params(BL::RenderEngine &b_engine,
|
|
BL::Preferences &b_preferences,
|
|
BL::Scene &b_scene,
|
|
bool background)
|
|
{
|
|
SessionParams params;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
if (background && !b_engine.is_preview()) {
|
|
/* Viewport and preview renders do not require temp directory and do request session
|
|
* parameters more often than the background render.
|
|
* Optimize RNA-C++ usage and memory allocation a bit by saving string access which we know is
|
|
* not needed for viewport render. */
|
|
params.temp_dir = b_engine.temporary_directory();
|
|
}
|
|
|
|
/* feature set */
|
|
params.experimental = (get_enum(cscene, "feature_set") != 0);
|
|
|
|
/* Headless and background rendering. */
|
|
params.headless = BlenderSession::headless;
|
|
params.background = background;
|
|
|
|
/* Device */
|
|
params.threads = blender_device_threads(b_scene);
|
|
params.device = blender_device_info(
|
|
b_preferences, b_scene, params.background, b_engine.is_preview(), params.denoise_device);
|
|
|
|
/* samples */
|
|
int samples = get_int(cscene, "samples");
|
|
int preview_samples = get_int(cscene, "preview_samples");
|
|
int sample_offset = get_int(cscene, "sample_offset");
|
|
|
|
if (background) {
|
|
params.samples = samples;
|
|
params.sample_offset = sample_offset;
|
|
}
|
|
else {
|
|
params.samples = preview_samples;
|
|
if (params.samples == 0) {
|
|
params.samples = INT_MAX;
|
|
}
|
|
params.sample_offset = 0;
|
|
}
|
|
|
|
/* Clamp sample offset. */
|
|
params.sample_offset = clamp(params.sample_offset, 0, Integrator::MAX_SAMPLES);
|
|
|
|
/* Clamp samples. */
|
|
params.samples = clamp(params.samples, 0, Integrator::MAX_SAMPLES - params.sample_offset);
|
|
|
|
/* Viewport Performance */
|
|
params.pixel_size = b_engine.get_preview_pixel_size(b_scene);
|
|
|
|
if (background) {
|
|
params.pixel_size = 1;
|
|
}
|
|
|
|
/* shading system - scene level needs full refresh */
|
|
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
|
|
|
if (shadingsystem == 0) {
|
|
params.shadingsystem = SHADINGSYSTEM_SVM;
|
|
}
|
|
else if (shadingsystem == 1) {
|
|
params.shadingsystem = SHADINGSYSTEM_OSL;
|
|
}
|
|
|
|
/* Time limit. */
|
|
if (background) {
|
|
params.time_limit = (double)get_float(cscene, "time_limit");
|
|
}
|
|
else {
|
|
/* For the viewport it kind of makes more sense to think in terms of the noise floor, which is
|
|
* usually higher than acceptable level for the final frame. */
|
|
/* TODO: It might be useful to support time limit in the viewport as well, but needs some
|
|
* extra thoughts and input. */
|
|
params.time_limit = 0.0;
|
|
}
|
|
|
|
/* Profiling. */
|
|
params.use_profiling = params.device.has_profiling && !b_engine.is_preview() && background &&
|
|
BlenderSession::print_render_stats;
|
|
|
|
if (background) {
|
|
params.use_auto_tile = RNA_boolean_get(&cscene, "use_auto_tile");
|
|
params.tile_size = max(get_int(cscene, "tile_size"), 8);
|
|
}
|
|
else {
|
|
params.use_auto_tile = false;
|
|
}
|
|
|
|
return params;
|
|
}
|
|
|
|
DenoiseParams BlenderSync::get_denoise_params(BL::Scene &b_scene,
|
|
BL::ViewLayer &b_view_layer,
|
|
bool background,
|
|
const DeviceInfo &denoise_device_info)
|
|
{
|
|
enum DenoiserInput {
|
|
DENOISER_INPUT_RGB = 1,
|
|
DENOISER_INPUT_RGB_ALBEDO = 2,
|
|
DENOISER_INPUT_RGB_ALBEDO_NORMAL = 3,
|
|
|
|
DENOISER_INPUT_NUM,
|
|
};
|
|
|
|
DenoiseParams denoising;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
int input_passes = -1;
|
|
|
|
if (background) {
|
|
/* Final Render Denoising */
|
|
denoising.use = get_boolean(cscene, "use_denoising");
|
|
denoising.type = (DenoiserType)get_enum(cscene, "denoiser", DENOISER_NUM, DENOISER_NONE);
|
|
denoising.use_gpu = get_boolean(cscene, "denoising_use_gpu");
|
|
denoising.prefilter = (DenoiserPrefilter)get_enum(
|
|
cscene, "denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_NONE);
|
|
denoising.quality = (DenoiserQuality)get_enum(
|
|
cscene, "denoising_quality", DENOISER_QUALITY_NUM, DENOISER_QUALITY_HIGH);
|
|
|
|
input_passes = (DenoiserInput)get_enum(
|
|
cscene, "denoising_input_passes", DENOISER_INPUT_NUM, DENOISER_INPUT_RGB_ALBEDO_NORMAL);
|
|
|
|
if (b_view_layer) {
|
|
PointerRNA clayer = RNA_pointer_get(&b_view_layer.ptr, "cycles");
|
|
if (!get_boolean(clayer, "use_denoising")) {
|
|
denoising.use = false;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* Viewport Denoising */
|
|
denoising.use = get_boolean(cscene, "use_preview_denoising");
|
|
denoising.type = (DenoiserType)get_enum(
|
|
cscene, "preview_denoiser", DENOISER_NUM, DENOISER_NONE);
|
|
denoising.use_gpu = get_boolean(cscene, "preview_denoising_use_gpu");
|
|
denoising.prefilter = (DenoiserPrefilter)get_enum(
|
|
cscene, "preview_denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_FAST);
|
|
denoising.quality = (DenoiserQuality)get_enum(
|
|
cscene, "preview_denoising_quality", DENOISER_QUALITY_NUM, DENOISER_QUALITY_BALANCED);
|
|
denoising.start_sample = get_int(cscene, "preview_denoising_start_sample");
|
|
|
|
input_passes = (DenoiserInput)get_enum(
|
|
cscene, "preview_denoising_input_passes", DENOISER_INPUT_NUM, DENOISER_INPUT_RGB_ALBEDO);
|
|
|
|
/* Auto select fastest denoiser. */
|
|
if (denoising.type == DENOISER_NONE) {
|
|
denoising.type = Denoiser::automatic_viewport_denoiser_type(denoise_device_info);
|
|
if (denoising.type == DENOISER_NONE) {
|
|
denoising.use = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (input_passes) {
|
|
case DENOISER_INPUT_RGB:
|
|
denoising.use_pass_albedo = false;
|
|
denoising.use_pass_normal = false;
|
|
break;
|
|
|
|
case DENOISER_INPUT_RGB_ALBEDO:
|
|
denoising.use_pass_albedo = true;
|
|
denoising.use_pass_normal = false;
|
|
break;
|
|
|
|
case DENOISER_INPUT_RGB_ALBEDO_NORMAL:
|
|
denoising.use_pass_albedo = true;
|
|
denoising.use_pass_normal = true;
|
|
break;
|
|
|
|
default:
|
|
LOG(ERROR) << "Unhandled input passes enum " << input_passes;
|
|
break;
|
|
}
|
|
|
|
return denoising;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|