* Added a Ray Depth output to the Light Path node, which returns the current ray bounce (0, 1, 2, 3...)
* This can be used to use different shaders for direct and indirect lighting and artificial effects.
Examples:
* http://www.pasteall.org/pic/show.php?id=55158 Here we use the output to apply a different shader to the third bounce. As in this example, you can use Math Nodes (Greater Than / Less Than) if you want to use values outside of the 0/1 range.
* http://www.pasteall.org/pic/show.php?id=55159 Here we restrict the maximum bounce on a per shader basis for the left sphere. This way it looks like we would only have 1 max bounce set in the scene "Light paths" panel.
This can be used to e.g. improve performance for objects far from the camera, which do not need full GI.
Technical notes:
* Implemented for both integrators and SVM/OSL.
* This is done by passing state.bounce to the shader_setup_from_* functions.
* Note: We don't pass state.bounce to kernel_shader_evaluate() and therefore shader_setup_from_displacement() method doesn't set the value, this is outside the path trace loop. Maybe a ToDo?
RGB color components gave non-grey results when you might no expect it.
What happens is that some of the color channels are zero in the direct light
pass because their channel is zero in the color pass. The direct light pass is
defined as lighting divided by the color pass, and we can't divide by zero. We
do a division after all samples are added together to ensure that multiplication
in the compositor gives the exact combined pass even with antialiasing, DoF, ..
Found a simple tweak here, instead of setting such channels to zero it will set
it to the average of other non-zero color channels, which makes the results look
like the expected grey.
texture coordinate that should automatically use the default normal or texture
coordinate appropriate for that node, rather than some fixed value specified by
the user.
* On nvidia Kepler GPUs (sm_30 and above), there are now 145 byte images available, instead of 95.
We could extend this to about 200 if needed.
Could not test this, as I don't have a Kepler GPU, so feedback on this would be appreciated.
Thanks to Brecht for review and some fixes. :)
* Replaced the Brute Force version with a nice lookup table, this speeds it up a lot.
Patch by Philipp Oeser (lichtwerk) with some cleanup and changes by myself. Thanks!
ToDo:
* Temperature values between 800 and 804 Kelvin are wrong in SVM, check on this.
* First (brute force) implementation for SVM. This works and delivers the same result as OSL, but it's slow.
* Code inside svm_blackbody.h inspired by a patch by Philipp Oeser (#35698), thanks.
Ideas:
* Use a lookup table to perform the calculations on render/ level.
* Implement it as a RNA property only, and do the calculation like Sun/Sky precompute.
Apparently, it's bad idea to rely on compiler to cast NULL
which is (void*)0 to int -- and in fact if i was a compiler
would also generate an error.
Further, couldn't see why we need to pass NULL or 0 th add_node,
argument value is defautl to 0 already.
* Added a node to convert wavelength (in nanometers, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.
* Code cleanup:
** Moved color functions (xyz and hsv) into dedicated utility files.
** Remove svm_lerp(), use interp() instead.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wavelength
Example render:
http://www.pasteall.org/pic/show.php?id=53202
This is part of my GSoC 2013. (revisions 57322, 57326, 57335 and 57367 from soc-2013-dingto).
* Added a node to convert wavelength (in nanometer, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.
Example render:
http://www.pasteall.org/pic/show.php?id=53202
ToDo:
* Move some functions into an util file, maybe a common util_color.h or so.
* Test GPU, unfortunately sm_21 doesn't work for me yet.
multiple importance sampling, so you can disable them for diffuse/glossy/transmission.
The Light Path node here is still weak and does not give this info. To make that
work we'd need to evaluate the shader multiple times which is slow and we can't
detect well enough when it is actually needed.
instead of sobol. So far one doesn't seem to be consistently better or worse than
the other for the same number of samples but more testing is needed.
The random number generator itself is slower than sobol for most number of samples,
except 16, 64, 256, .. because they can be computed faster. This can probably be
optimized, but we can do that when/if this actually turns out to be useful.
Paper this implementation is based on:
http://graphics.pixar.com/library/MultiJitteredSampling/
Also includes some refactoring of RNG code, fixing a Sobol correlation issue with
the first BSDF and < 16 samples, skipping some unneeded RNG calls and using a
simpler unit square to unit disk function.
* Revert r57203 (len() renaming)
There seems to be a problem with nVidia OpenCL after this and I haven't figured out the real cause yet.
Better to selectively enable native length() later, after figuring out what's wrong.
This fixes [#35612].
* Rename some math functions:
len -> length
len_squared -> length_squared
normalize_len -> normalize_length
* This way OpenCL uses its inbuilt length() function, rather than our own. The other two functions have been renamed for consistency.
* Tested CPU, CUDA and OpenCL compile, should be no functional changes.
Problem was that due to group proxy node the anisotropic node did not detect
early enough that it needs generated texture coordinate data to generate the
tangent. Now the proxy nodes are removed earlier.
* Code refactor of tile ordering to simplify the code and avoid some branching.
* Changed the Center method, so it really follows center -> corners, instead of the BI method, which was confusing sometimes.