To improve the presentation of nodes in the node editor. Recognize the
following metadata from the OSL specification:
* [[ string label = "UI Label" ]]
* [[ string widget = "checkBox" ]]
* [[ string widget = "boolean" ]]
Ref T89741
Differential Revision: https://developer.blender.org/D12074
Caused by 4f64fa4f86.
Was a bad backport from the Cycles X branch: the fact that CPU and GPU
has different reset code paths was not taken into account.
This is a backport of recent development in the Cycles X branch.
Fixes possible dead-lock in viewport rendering when exiting at an
exact bad moment (couldn't reproduce in master branch, but in the
cycles-x branch it was happening every now and then).
Differential Revision: https://developer.blender.org/D12154
Makes it consistent with the guidelines and the Cycles X branch, and
allows to backport fix for the viewport update from the branch. Will
cause a merge conflict, which should be simple accept-ours in the
branch.
The Xcode IDE can also benefit from the options:
- WINDOWS_USE_VISUAL_STUDIO_SOURCE_FOLDERS
- WINDOWS_USE_VISUAL_STUDIO_PROJECT_FOLDERS
So add suport to these options and also renames them as they are no
longer limited to just Windows and Visual Studio.
Reviewed By: brecht, ankitm
Differential Revision: https://developer.blender.org/D12132
The immediate reason for this is that we want to be able to initialize them
to different defaults for light objects, which is hard with Python properties.
But in general it is useful to be able to share these with other renderers.
As a side effect, Eevee now supports a per-object holdout instead of only
per-collection.
Differential Revision: https://developer.blender.org/D12133
The goal: allow to easily use AO approximation in scenes which combines
both small and large scale objects.
The idea: use per-object AO distance which will allow to override world
settings. Instancer object will "propagate" its AO distance to all its
instances unless the instance defines own distance (this allows to
modify AO distance in the shot files, without requiring to modify props
used in the shots.
Available from the new Fats GI Approximation panel in object properties.
Differential Revision: https://developer.blender.org/D12112
Motion attributes expects mesh to have non-zero number of motion steps,
which was violated in the case when fluid mesh had motion blur disabled.
This is a bit of annoying fix, because of the order of updates. More
ideal solution would be to handle cached and fluid velocities in the
sync_mesh_motion() which ensures all the dependencies between settings.
WITH_CYCLES_DEBUG was used for rendering BVH debugging passes. But since we
mainly use Embree an OptiX now, this information is no longer important.
WITH_CYCLES_DEBUG_NAN will enable additional checks for NaNs and invalid values
in the kernel, for Cycles developers. Previously these asserts where enabled in
all debug builds, but this is too likely to crash Blender in scenes that render
fine regardless of the NaNs. So this is behind a CMake option now.
Fixes T90240
Makes it so Render Layers node in the compositor is updated as soon
as Use Denoising is changed for the final render.
Differential Revision: https://developer.blender.org/D12010
This fixes a performance regression on Ampere cards, on specific scenes like
classroom. For cycles-x there is little difference, but this is still helpful
for LTS releases, and we need to upgrade at some point anyway.
Cached OCIO processors were not freed, instead the color spaces were freed twice.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D12011
Fix an incoherence between the Eevee Materials menu and the Cycles Materials menu :
Eevee :
{F10230448}
Cycles :
{F10230449}
Simply Fixed by replacing the Cycles UI code by the Eevee UI code.
Thanks to @Brainzman for helping me create this diff and translate
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D11979
It was possible that render buffers and scene kernel data will be out
of sync because reset and scene update happens in different locks.
This is similar issue we've fixed in the Cycles X branch, so backported
relevant changes from there.
This change removes what seems to be unused feature kernel.
Differential Revision: https://developer.blender.org/D11828
When compiling BSDF nodes, we only assing stack space to the normal and
tangent inputs if they are linked. However, it could be that the
ConstantFolder removed the link, so checking if there is a link fails
to take this into account.
To fix this, added a flag to ShaderInput to keep track of whether a
constant was folded into the input, and use it as well to verify that
the socket is linked when assigning stack space.
Reviewed By: brecht
Maniphest Tasks: T70615
Differential Revision: https://developer.blender.org/D11731
Custom properties defined on objects are not accessible from the
attribute node when rendering a volume in Cycles. This is because
this case is not handled.
To handle it, added a primitive type for volumes in the kernel,
which is then used in the initialization of ShaderData and to
check whether an attribute lookup is for a volume.
`volume_attribute_float4` is also now checking the attribute
element type to dispatch to the right lookup function.
Reviewed By: #cycles, brecht
Maniphest Tasks: T87194
Differential Revision: https://developer.blender.org/D11728
Offset rays from the flat surface to match where they would be for a smooth
surface as specified by the normals. In the shading panel there is now a
Shading Offset (existing option) and Geometry Offset (new).
The Geometry Offset works as follows:
* 0: disabled
* 0.001: only terminated triangles (normal points to the light, geometry
doesn't) are affected
* 0.1 (default): triangles at grazing angles are affected, and the effect
fades out
* 1: all triangles are affected
Limitations:
* The artifact is still visible in some cases, it could be that some quads
require to be treated specifically as quads.
* Inconsistent normals cause artifacts.
* If small objects cast shadows to a big low poly surface, the shadows can
appear to be in a wrong place - because the surface moved slightly above
the geometry. This can be noticed only at grazing angles to light.
* Approximated surfaces of two non-intersecting low-poly objects can overlap
that causes off-the-wall shadows.
Generally, using one or a few levels of subdivision can get rid of artifacts
faster than before.
Differential Revision: https://developer.blender.org/D11065