These are causing quite a big difference in existing files, which is not
easy to address in versioning. Since the goal of removing this was to
simplify things for us and that's not the case, just revert this change.
This reverts commit ab21755aaf.
Ref #139923
Pull Request: https://projects.blender.org/blender/blender/pulls/146336
In recent history there have been two issues leading to corrupt
rendering or crashes on the GPU in scenes with 300 or more unique
materials. #144713 and #141171.
To help detect these issues earlier on, this commit adds a new Cycles
render test that uses 400 unique materials.
Pull Request: https://projects.blender.org/blender/blender/pulls/145187
Use Principled BSDF instead of Diffuse BSDF. This is a breaking change but
likely does not affect many scenes significantly. It adds some specularity
when an object does not have a a material assigned.
Fix#142538
Pull Request: https://projects.blender.org/blender/blender/pulls/142703
Multi-bounce was mainly disabled for disk sampling where the probability of
hitting something is relatively low even with high albedo, but this is not so
much an issue with random walk.
This reduces darkening artifacts at the cost of some extra render time. The
difference is mainly visible when using a high radius.
Pull Request: https://projects.blender.org/blender/blender/pulls/140665
This is replaced by geometry nodes, where volumes can now be generated from
point clouds and meshes with more control, and more efficient rendering as a
sparse volume.
No backwareds compatibility is provided, as this would be complicated, and
probably this feature was not used much in the past few years.
This node was supported in Cycles only, not by EEVEE.
Pull Request: https://projects.blender.org/blender/blender/pulls/140292
The 2D->2D, 3D->3D, 4D->4D hash functions used in Voronoi node were
using quite an expensive hash function. Switch these to dedicated
2D/3D/4D hash functions (pcg2d, pcg3d, pcg4d) -- these are still very
good quality, but the hash function itself is 3x-4x faster.
Which makes Voronoi node calculation overall be around 2x faster. In
some cases when using OSL, the speedup is even larger.
This visibly changes output of the Voronoi noise however. The actual
noise "behaves" the same, just if someone was depending on the noise
pattern being exactly like it was before, this will change the pattern.
Images, more performance results and details wrt OSL are in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/139520
This change moves the tests data files and publish folder of assets
repository to the main blender.git repository as LFS files.
The goal of this change is to eliminate toil of modifying tests,
cherry-picking changes to LFS branches, adding tests as part of a
PR which brings new features or fixes.
More detailed explanation and conversation can be found in the
design task.
Ref #137215
Pull Request: https://projects.blender.org/blender/blender/pulls/137219