Commit Graph

6303 Commits

Author SHA1 Message Date
Germano Cavalcante
e6bf272abd Merge branch 'blender-v2.93-release' 2021-05-03 20:07:03 -03:00
Brecht Van Lommel
874c70d088 Fix errors in Cycles comments 2021-05-03 22:45:58 +02:00
Brecht Van Lommel
7149ccee57 Fix T85287: Cycles deadlock loading Blender images in some cases 2021-05-03 22:10:26 +02:00
Brecht Van Lommel
472765d44d Fix T88001: persistent data render wrong when changing camera border 2021-05-03 22:10:26 +02:00
Stefan Werner
042df5fd6a Cycles standalone: Fixed macOS dependencies.
Added IOKit and Accerelate as linked frameworks where necessary.
2021-05-03 22:07:09 +02:00
Campbell Barton
888a697e24 Cleanup: spelling 2021-05-04 00:44:53 +10:00
Kévin Dietrich
9f1e20e74f Alembic Procedural: precompute vertex normals
This precomputes vertex normals in the procedural and caches them in case none
are found in the archive. This only applies to polygon meshes, as subdivision
meshes are yet to be subdivided, so it is useless to do this computation.

The goal here is to speed up data updates between frames, as computing normals
shows up in profiles even for large objects. This saves around 16% of update time
for a production file.
2021-05-03 16:20:06 +02:00
Kévin Dietrich
e2c671e34c Alembic Procedural: refactor data reading
This splits the data reading logic from the AlembicObject class and moves it to
separate files to better enforce a separation of concern. The goal was to simplify
and improve the logic to read data from an Alembic archive.

Since the procedural loads data for the entire animation, this requires looping
over the frame range and looking up data for each frame. Previously those loops
would be duplicated over the entire code causing divergences in how we might
skip or deduplicate data across frames (if only some data change over time and
not other on the same object, e.g. vertices and triangles might not have the
same animation times), and therefore, bugs.

Now, we only use a single function with callback to loop over the geometry data
for each requested frame, and another one to loop over attributes. Given how
attributes are accessed it is a bit tricky to simplify further and only use a
ingle function, however, this is left as a further improvement as it is not
impossible.

To read the data, we now use a set of structures to hold which data to read.
Those structures might seem redundant with the Alembic schemas as they are
somewhat a copy of the schemas' structures, however they will allow us in the
long run to treat the data of one object type as the data of another object
type (e.g. to ignore subdivision, or only loading the vertices as point clouds).

For attributes, this new system allows us to read arbitrary attributes, although
with some limitations still:
* only subdivision and polygon meshes are supported due to lack of examples for
  curve data;
* some data types might be missing: we support float, float2, float3, booleans,
  normals, uvs, rgb, and rbga at the moment, other types can be trivially added
* some attribute scopes (or domains) are not handled, again, due to lack of example
  files
* color types are always interpreted as vertex colors
2021-05-03 16:19:50 +02:00
Kévin Dietrich
8884385afb Cleanup: format 2021-05-03 04:42:39 +02:00
Kévin Dietrich
3bc44233c0 Cycles: use reference count to detect used shaders
Shaders are only compiled if they are used by some other Node (Geometry, Light, etc.).
This usage detection is done before updating the Scene, however it fails at detecting
Shaders used by Procedurals not known to Cycles (e.g. ones defined by third party
applications), as Procedurals are only updated after the shaders are compiled.

To remedy this, we now use the Node reference counting mechanism to detect whether a
Shader is used and therefore should be compiled.

This removes `ShaderManager::update_shaders_used` as it is not needed anymore, however,
since it would also update the Shader ids, this is now performed in
`ShaderManager::device_update`, and a new virtual `device_update_specific` method was
added to handle device updates for SVM and OSL.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D10965
2021-05-03 01:21:12 +02:00
Kévin Dietrich
5a964664d6 Cycles: add reference counting to Nodes
This adds a reference count to Nodes which is incremented or decremented
whenever they are added to or removed from a socket, which will help us
track used Nodes throughout the scene graph generically without having to
add an explicit count or flag on specific Node types. This is especially
useful to track Nodes defined through Procedurals out of Cycles' control.

This also modifies the order in which nodes are deleted to ensure that
upon deletion, a Node does not attempt to decrement the reference
count of another Node which was already freed or deleted.

This is not currently used, but will be in the next commit.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D10965
2021-05-03 01:20:33 +02:00
Campbell Barton
093ab05bcd Merge branch 'blender-v2.93-release' 2021-04-30 15:14:36 +10:00
Campbell Barton
3be50c849a Merge branch 'blender-v2.93-release' 2021-04-30 15:14:32 +10:00
Brecht Van Lommel
39226cd437 Fix T87317: Cycles XML parsing broken after bugfix for initialization order 2021-04-29 19:14:57 +02:00
Brecht Van Lommel
f0eda57392 Fix error in Python UI script 2021-04-29 19:14:57 +02:00
Campbell Barton
738a890025 Merge branch 'blender-v2.93-release' 2021-04-30 00:25:35 +10:00
Brecht Van Lommel
dcf2c6e225 Fix build error after recent changes to CPU name detection 2021-04-29 16:22:53 +02:00
Brecht Van Lommel
734c8f9a77 Merge branch 'blender-v2.93-release' 2021-04-29 16:00:05 +02:00
Christian Baars
87ba01dba9 Fix missing Cycles CPU name on macOS Arm
Differential Revision: https://developer.blender.org/D11061
2021-04-29 15:58:51 +02:00
Patrick Mours
ffa70e7690 Fix missing Cycles CPU name for Arm processors 2021-04-29 15:58:51 +02:00
Brecht Van Lommel
cd05a05bca Fix T87686: Cycles persistent data not updating correctly with hair 2021-04-29 15:58:51 +02:00
Matteo Falduto
8b9b87aee8 Cleanup: removed unnecessary multiplications in area light importance sampling
Differential Revision: https://developer.blender.org/D11114
2021-04-29 15:58:51 +02:00
Brecht Van Lommel
a5fdff26b1 Fix ASAN warnings with Cycles OSL 2021-04-29 15:58:51 +02:00
Brecht Van Lommel
1ace224c63 Fix: missing AO factor from Cyclest Fast GI panel
The AO distance was already there, but I forgot the factor also has an impact
on this.
2021-04-29 15:58:51 +02:00
Stefan Werner
e714b3a1c3 Cycles: Removed unused macros.
These were leftovers from an earlier way of indexing textures.
2021-04-27 14:30:13 +02:00
Patrick Mours
94960250b5 Cycles: Fix build with OptiX 7.3 SDK 2021-04-26 14:55:39 +02:00
Campbell Barton
23185262ab Cleanup: clang-format 2021-04-24 00:03:14 +10:00
Brecht Van Lommel
ef9551afd1 Merge branch 'blender-v2.93-release' 2021-04-21 18:00:26 +02:00
Brecht Van Lommel
aed9b6faee Fix some Cycles random walk SSS precision issues with small radius 2021-04-21 17:42:47 +02:00
Patrick Mours
847579b422 Add support for building on Linux aarch64
Differential Revision: https://developer.blender.org/D10958
2021-04-20 18:45:46 +02:00
Brecht Van Lommel
d1fbf1599f Cycles: include more transparency and emission in fast GI approximation
For indirect light rays, don't assume any hit is opaque, rather if it has
transparency or emission do the shading but don't do any further bounces.

Naturally this is slower when there are transparent surfaces, however
without this cutout opacity doesn't give sensible results.

Differential Revision: https://developer.blender.org/D10985
2021-04-19 21:07:40 +02:00
Brecht Van Lommel
b42454be8b Cleanup: move BVH utility functions into own file 2021-04-19 21:07:34 +02:00
Patrick Mours
7cbd66d42f Cycles: Initialize all OptiX structs to zero before use
This is done to ensure building with newer OptiX SDK releases that add new struct fields gives
deterministic results (no uninitialized fields and therefore random data is passed to OptiX).
2021-04-13 13:56:15 +02:00
Brecht Van Lommel
ec20b21d04 Fix Cycles broken motion blur pass after recent bugfix 2021-04-12 20:59:05 +02:00
Brecht Van Lommel
2b9e6943cd Fix T86880: Cycles bevel shader not working after editing world 2021-04-12 20:10:30 +02:00
Brecht Van Lommel
d2f55be7bb Fix T87283: crash with persistent data and motion blur 2021-04-12 20:10:30 +02:00
Brecht Van Lommel
e45389c1a1 Fix T87324: incorrect parametric coordinates with light spread 2021-04-12 20:10:30 +02:00
Campbell Barton
f9c0d7261a Cleanup: clang-format 2021-04-11 14:37:37 +10:00
Hans Goudey
fd414b4906 Cleanup: Use const arguments for volume code
The problem was that you could getting write access to a grid from a
`const Volume *` without breaking const correctness. I encountered this
when working on support for volumes in the bounding box node. For
geometry nodes there is an important distinction between getting data
"for read" and "for write", with the former returning a `const` version
of the data.

Also, for volumes it was necessary to cast away const, since all of
the relevant functions in `volume.cc` didn't have const versions. This
patch adds `const` in these places, distinguising between "for read"
and "for write" versions of functions where necessary.

The downside is that loading and unloading in the global volume cache
needs const write-access to some member variables. I see that as an
inherent problem that comes up with caching that never has a beautiful
solution anyway.

Some of the const-ness could probably be propogated futher in EEVEE
code, but I'll leave that out, since there is another level of caching.

Differential Revision: https://developer.blender.org/D10916
2021-04-08 12:00:26 -05:00
Campbell Barton
3249ab70ef Cleanup: spelling 2021-04-08 20:22:45 +10:00
Brecht Van Lommel
24d71acd86 Fix Cycles rendering files with Simplify wrong after recent changes
The versioning code was not taking into account the old default for AO
bounces.
2021-04-06 15:34:13 +02:00
Brecht Van Lommel
50782df425 Render: faster animation and re-rendering with Persistent Data
For Cycles, when enabling the Persistent Data option, the full render data
will be preserved from frame-to-frame in animation renders and between
re-renders of the scene. This means that any modifier evaluation, BVH
building, OpenGL vertex buffer uploads, etc, can be done only once for
unchanged objects. This comes at an increased memory cost.

Previously there option was named Persistent Images and had a more limited
impact on render time and memory.

When using multiple view layers, only data from a single view layer is
preserved to keep memory usage somewhat under control. However objects
shared between view layers are preserved, and so this can speedup such
renders as well, even single frame renders.

For Eevee and Workbench this option is not available, however these engines
will now always reuse the depsgraph for animation and multiple view layers.
This can significantly speed up rendering.

These engines do not support sharing the depsgraph between re-renders, due
to technical issues regarding OpenGL contexts. Support for this could be added
if those are solved, see the code comments for details.
2021-04-05 14:05:01 +02:00
Brecht Van Lommel
3fa580866e Cycles: update Light Paths preset
* Add Fast GI / AO bounces to presets
* Add Default preset matching defaults
* Add Fast Approximate GI preset
* Lower Full GI depths to 32
2021-04-05 14:05:01 +02:00
Brecht Van Lommel
edd2f51b4e Cycles: make AO bounces settings more discoverable
* Move out of Simplify panel, into Light Paths > Fast Global Illumination
* Add separate boolan setting to enable/disable it separate from Simplify
* Default AO bounces to 1
* Put ambient occlusion distance in this panel as well
2021-04-04 15:20:23 +02:00
Campbell Barton
1bdceb813c Cleanup: spelling 2021-04-01 22:20:53 +11:00
Sebastian Parborg
0ffbcc4416 Fix "unused variable" warning when compiling without nanovdb 2021-04-01 12:36:23 +02:00
Brecht Van Lommel
3f24cfb958 Cycles: light spread importance sampling for rectangular area lights
Compute a subset of the area light that actually affects the shading point
and only samples points within that.

It's not perfect as the real subset is a circle instead of a rectangle, and
the attenuation is not accounted for. However it massively reduces noise for
shading points near the area light anyway.

Ellipse shaped area lights do not have this importance sampling, but do not
have solid angle importance sampling either.

Ref D10594
2021-04-01 12:31:01 +02:00
Matteo Falduto
a4260ac219 Cycles: add a spread setting for area lights
This simulates the effect of a honeycomb or grid placed in front of a softbox.
In practice, it works by attenuating rays coming off-angle as a function of the
provided spread angle parameter.

Setting the parameter to 180 degrees poses no restrictions to the rays, making
the light behave the same way as before this patch.

The total light power is normalized based on the spread angle, so that the
light strength remains the same.

Differential Revision: https://developer.blender.org/D10594
2021-04-01 12:31:01 +02:00
Nikita Sirgienko
b30cc7071b Fix Cycles build error with "make developer" on some CPUs
The combination of building unit tests and WITH_CYCLES_NATIVE_ONLY did not
correctly detect when AVX/AVX2 support is available.

Differential Revision: https://developer.blender.org/D8201
2021-04-01 12:31:01 +02:00
Kévin Dietrich
94bfb1ab62 Alembic procedural: fix missing update when editing shaders 2021-03-31 17:18:32 +02:00