Gathers information about object geometry and textures. Very basic at
this moment, but need to start somewhere.
Things which needs to be included still:
- "Runtime" information, like BVH. While it is not directly controllable
by artists, it's still important to know.
- Device array sizes. Again, not under artists control, but is added to
the overall size.
- Memory peak at different synchronization stages.
At this point it simply prints info to the stdout after F12 is done,
need better control over that too.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3566
We use a hidden window for each offscreen context we need.
On X11 (linux) it does not show any other windows in the OS task bar
but it might be the case on other operating systems (untested).
There is no reason or justification to have helper functions as
class methods: they do not depend on anything in the class itself.
There are probably more cases like that.
While changing the shading normal is a great way to add additional detail to a model, there are some problems with it.
One of them is that at grazing angles and/or strong changes to the normal, the reflected ray can end up pointing into the actual geometry, which results in a black spot.
This patch helps avoid this by automatically reducing the strength of the bump/normal map if the reflected direction would end up too shallow or inside the geometry.
Differential Revision: https://developer.blender.org/D2574
In the outliner, right click > view layer > set indirect only. This is
like clearing camera ray visibility on objects in the collection, and is
temporary until we have more general dynamic overrides.
In the outliner, right click > view layer > set holdout. This is
temporary until we have more general dynamic overrides, but helps
Spring production for now.
The old springs with damping 1.0 operate in a special way that
is more similar to plastic deformation than a spring. Some users
rely on that, so let the user choose which implementation to use.
This also restores full backward compatibility with 2.79.
Reviewers: sergof
Differential Revision: https://developer.blender.org/D3544
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.
This does not include all the struct and type renaming. Only files were
renamed.
gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
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)
Only fixes compilation error, the functionality will be limited.
Currently we don't care that much, since all the work is done in
the branch anyway.
Later on when we'll know which fixes we need to apply on top of
latest OpenSubdiv library we will call a library upgrade.
Main goal is to make API simpler to follow (at least ion terms what
is defined/declared where, as opposite of handful big headers which
includes all the declarations), and also avoid a big set of long and
obscure functions.
Now C-API files are split into smaller ones, following OpenSubdiv
behavior more closely, and also function pointers in structures
used a lot more, which shortens functions names,
UV integration part in GL Mesh is mainly stripped away, it needs
to be done differently. On a related topic, UV coordinates API in
converter needs to be removed as well, we do not need coordinates,
only island connectivity information there.
Additional changes:
- Varying interpolation in evaluator API are temporarily disabled,
need to extend API somewhere (probably, evaluator's API) to inform
layout information of vertex data (whether it contains varying
data, width, stride and such).
- Evaluator now can interpolate face-varying data.
Only works for adaptive refiner, since some issues in OpenSubdiv
itself.
Planned changes:
- Remove uv coordinates from TopologyConverter.
- Support evaluation of patches (as opposite to individual coordinates
as it happens currently).
- Support more flexible layout of varying and face-varying data.
It is stupid to assume varying is 3 floats and face-varying 2 floats.
- Support of second order derivatives.
- Everything else what i'm missing in this list.
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