This increases stack memory usage some, and ideally we'd support a dynamic
size. But this is quite difficult on the GPU and hopefully 32 is enough even
for very complex cases.
Was only visible when doing command line, since it was happening due to
cache-free policy which was aimed to bring memory usage down.
The issue is that if object with particle system is used as a nested
duplicator multiple times, it will only generate children first time,
and after that its caches are freed. After that duplication system
can not generate any instances, since the path cache is lost.
Now we delay caches free to after all objects are synchronized, which
ensures all instances are generated.
This will increase a memory peak a bit during object synchronization
time, but overall it shouldn't be that bad, since memory footprint
after synchronization will stay the same as before this change.
The ultimate thing to do here would be to drop the whole dependency
graph away, but this will require:
- API on engine side, to inform it to drop the dependency graph.
- Changes in Cycles report system to NOT use evaluated scene to get
scene name (evaluated scene will be gone with dependency graph).
This is a physically-based, easy-to-use shader for rendering hair and fur,
with controls for melanin, roughness and randomization.
Based on the paper "A Practical and Controllable Hair and Fur Model for
Production Path Tracing".
Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google
Summer of Code 2018.
The Properties->World tab had no Viewport Display panel. The world color
itself was hidden when the 'use_node_tree' was enabled.
Also renamed the World.horizon_color to World.color as it has nothing to
do with the color of the horizon (old BI feature)
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.
Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D3503
This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.
Differential Revision: https://developer.blender.org/D3537
- Logical use of fields since they define type information.
- Avoids using ordered-dict metaclass.
Properties using regular assignments will print a warning and load,
however the order is undefined.
This makes it possible to have a single shading nodetree that contains
separate Cycles and Eevee shaders. By default the target is set to All
so shaders are shared.
Textures in 16 bit integer format are sometimes used for displacement, bump and normal maps and can be exported by tools like Substance Painter. Without this patch, Cycles would promote those textures to single precision floating point, causing them to take up twice as much memory as needed.
Reviewers: #cycles, brecht, sergey
Reviewed By: #cycles, brecht, sergey
Subscribers: sergey, dingto, #cycles
Tags: #cycles
Differential Revision: https://developer.blender.org/D3523
This deduplicates the calls for tile (un)mapping and allows to have a target buffer that is different from the source buffer (needed for baking and animation denoising).