Previously, the `AttributeIDRef` wrapper was needed because it also had to
contain a pointer to an `AnonymousAttributeID`. However, since
b279a6d703 this is not necessary anymore.
Therefore we can use "raw" `StringRef` now which reduces the mental overhead
when working with attributes and also simplifies code.
Pull Request: https://projects.blender.org/blender/blender/pulls/127140
Fixes a few issues with point clouds with HIPRT.
1. Crashing when building the BLAS due to an incorrect sized array.
2. A typo leading to all point cloud intersections being skipped.
3. A typo leading to some motion blurred point clouds rendering
as if they were stationary, or not rendering at all.
Pointclouds, with deformable motion blur, with BVH time steps set to >0
still do not render. Curves seem to have the same issue.
Ref #125086
Pull Request: https://projects.blender.org/blender/blender/pulls/125834
`atan2(0, 0)` is undefined on many platforms. To ensure consistent
result across platforms, we return `0` in this case.
Note only the behavior of the shader node `Artan2` is changed here.
During shading, we might still produce `atan2(0, 0)` internally and
cause different results across platforms, but that usually happens with
single samples and is not obvious, plus checking this condition all the
time is costly. If later we find out it's indeed necessary to change all
the invocation of `atan2(0, 0)`, we could change the wrapper functions
in `metal/compat.h` and `mtl_shader_defines.msl`.
Pull Request: https://projects.blender.org/blender/blender/pulls/126951
The kernel zeroing memory since we've added host memory fallback didn't
expect large inputs, so with these scenes, it was running into
"Provided range is out of integer limits. Pass
`-fno-sycl-id-queries-fit-in-int' to disable range check" error.
This kernel was used instead of memset to avoid some issues with the
free_memory queries not always being updated.
As we can't reproduce these with recent drivers, we now use memset,
which fixes rendering with BVH2.
Use a bounding sphere instead of the corners of a bounding box to
compute the subtended angle of a light tree node.
Using the corners of the bounding box was an underestimate in some
scenes, causing some light tree nodes being incorrectly skipped.
Using the subtended angle of a bounding sphere is an overestimate, but
it covers the entire node and would not skip any valid contribution,
and no other reliable algorithm to compute the minimal enclosing angle
is known to us.
We expect some increase in noise due to overestimation, but this has
not been observed yet, in our benchmark scenes only a difference in
noise is visible.
Thanks to Weizhen for the suggestion to use the bounding sphere.
Pull Request: https://projects.blender.org/blender/blender/pulls/126625
Add Metallic BSDF Node to the shader editor.
This node can primarily be used to create more realistic looking
metallic materials than the existing Glossy BSDF node.
This commit does not add any new closures to Cycles, it simply exposes
existing closures that were previous hard to access on their own.
- Exposes the F82 fresnel type that is currently used by the
metallic component of the Principled BSDF. Results should match
between the Metallic BSDF and Principled BSDF when using the same
settings.
- Exposes the Physical Conductor fresnel type that was previously
limited to custom OSL scripts. The Conductor fresnel type accepts
IOR and Extinction coefficients to define the appearance of the
material based off real life measurements.
EEVEE only supports the F82 fresnel type with internal code to convert
the the physical conductor inputs in to a colour format for F82,
which can lead to noticeable rendering differences with
some configurations.
Pull Request: https://projects.blender.org/blender/blender/pulls/114958
Some of the device memory objects had their host_pointer overwritten
with another CPU-side buffer after allocation. This leads to a leak of
host memory allocated by the device_memory.
There are few remaining places where the host_pointer is assigned and
those seems to be fine because the memory was not yet allocated with
a alloc() call.
While the approach in this change is not very ideal, it is small and
potentially could be ported to the LTS tracks. More ideal solution
would be to utilize device_vector::give_data().
Pull Request: https://projects.blender.org/blender/blender/pulls/126788
when tracing shadow ray through a volume and no hit is registered, we
consider the whole ray segment inside the volume.
However, no hit registered could also happen when the volume is
invisible to shadow ray. We should explicitly check this case and skip
rendering the volume segment instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/126139
Hair objects did not take the curves into account that could go
outside the bounds set by the keys of the curves. These bounds
are used in the dynamic bvh, leading to clipped curves in the
viewport.
Pull Request: https://projects.blender.org/blender/blender/pulls/126157
OptiX has accepted Catmull-Rom curve data natively since OptiX 7.4, but due to the previous conversion to B-Spline code, the format that data is fed to OptiX wasn't optimal.
Each curve segment was put in the vertex buffer as four independent control points, even though continuous segments actually share control points between each other. This patch compacts that so shared control points only occur once in the vertex buffer.
This compact form uses less memory and also allows OptiX to easily identify segments that belong together into a curve (those where the step between indices is one).
Pull Request: https://projects.blender.org/blender/blender/pulls/125899
Overload resolution must have changed and is causing issues for one
particular code path attempting to use `isfinite(ccl::uchar)`.
Compiler output attached.
It turns out that the code in question can be simplified to just remove
the ambiguity because only the float codepath wants to check for finite
values.
----
Reduced repro: https://godbolt.org/z/YWz3Yc3x8
Pull Request: https://projects.blender.org/blender/blender/pulls/125348
This patch improves the isotropic Gabor noise UI controls such that
variations happen in both directions of the base orientation, as opposed
to being biased in the positive direction only.
Thanks to Charlie Jolly for suggesting this improvement.
This patch optimizes the Gabor noise standard deviation estimation by
computing the upper limit of the integral as the frequency approaches
infinity, since the integral is mostly constant for the relevant
frequency range. The limits are 0.25 for the 2D case and 1 / 4 * sqrt2
for the 3D case.
This also improves normalization for low frequencies, possibly due to
the effect of windowing.
Thanks to Charlie Jolly for spotting the optimization.
Optimize the Gabor noise texture code with an early exit for points that
are further away from the kernel center. This was already done for the
kernel, but is now being done earlier before computing the weight, so
its computation is now skipped.
Thanks to Charlie Jolly for the suggestion.
Fixes missing intersections on straight 3D curves with the
Metal backend, with BVH2.
This issue could of manifested on other devices, but didn't seem to
in practice.
Pull Request: https://projects.blender.org/blender/blender/pulls/126197
This gets Windows ARM64 to compile with clang-cl, which gives up to 40% performance improvements in certain scenes rendered with cycles, compared to MSVC.
This is all tested using LLVM 18.1.8 and a VS2022 `vcvarsall` window.
Subsequent PRs with various lib version updates, etc to go in at a later point.
Pull Request: https://projects.blender.org/blender/blender/pulls/124182
The GPU packed state is a static check from the Cycles core perspective,
and it is disabled for non-Apple Silicon GPUs. However, the Metal kernel
always used packed integrator.
This change makes it so the Host and Device side checks for the Host CPU
are aligned, and that Device-side packed state check does not differ from
the Host side.
Pull Request: https://projects.blender.org/blender/blender/pulls/126082
The issue was caused by an attempt to write buffer pass which is
actually supposed to be calculated as compositing (either summing
direct/indirect lights, optionally diving by albedo).
The fact that the crash was only observed on Metal is a lucky
con-incident: it just happened to be so that writing at offset
-1 to the render buffer did not trigger obvious issues.
Pull Request: https://projects.blender.org/blender/blender/pulls/126057
This decreases BSDF_ROUGHNESS_SQ_THRESH so that the microfacet
roughness has a cutoff at much lower values and fixes a precision
issue in the bsdf_sample code that prevented this previously.
Pull Request: https://projects.blender.org/blender/blender/pulls/125919
I ran into this in a test scene - somehow the normalization here can result
in NaN (so presumably a zero vector). I don't think this has a notable
performance impact from some basic tests.
Pull Request: https://projects.blender.org/blender/blender/pulls/125930
the code snippet is supposed to compute the maximal `isect.t` in the
array, which is used to determine if subsequent intersections should be
added.
However, the previous implementation includes the old `isect.t` which is
going to be replaced, resulting an overestimation of `tmax_hits` and
thus missing closer intersections.
For BVH2, the issue is fixed by computing the `max_t` after a new entry
is inserted.
For Embree, the issue is fixed by finding the `second_largest_t` as well, and
compare that with the new insertion to find the new `max_t`.
Pull Request: https://projects.blender.org/blender/blender/pulls/125739
Fixes a crash that can occur if motion blur was on, there is a
deforming mesh in the scene with deformable motion blur turned on,
with BVH time steps set >0.
Render results in my test scene appear to match CPU Embree.
Pull Request: https://projects.blender.org/blender/blender/pulls/125854
A phase function is normalized over the sphere, it is therefore
incorrect to sum two phase functions together when evaluating for NEE.
It should be a weighted sum with normalized weights, which, according to
`volume_shader_phase_pick()`, is `sample_weight / sum_sample_weight`.
Also corrects an error in `volume_shader_phase_pick()`.
Fix a NaN when rendering glossy materials that can appear due to a
division by zero in bsdf_D when rendering materials with low roughness.
Thank you to Weizhen for the fix after my incorrect
first attempt.
Pull Request: https://projects.blender.org/blender/blender/pulls/125756
Align Cycles SVM and EEVEE's rendering of the vector math node
in reflect mode with OSL when the normal vector is 0,0,0.
This is done by using safe_normalize rather than normalize on the
normal vector. Which also fixes a NaN in the reflect mode in this
specific configuration.
Pull Request: https://projects.blender.org/blender/blender/pulls/125688
This type of projection is often used e.g. in exhibitions that leverage big
curved screens.
Effectively, the frame is mapped onto a cylinder, with the x axis becoming the
longitude and y axis becoming the height.
Users can configure the min/max longitude, the min/max height and the radius of
the cylinder.
Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123046