RGB color components gave non-grey results when you might no expect it.
What happens is that some of the color channels are zero in the direct light
pass because their channel is zero in the color pass. The direct light pass is
defined as lighting divided by the color pass, and we can't divide by zero. We
do a division after all samples are added together to ensure that multiplication
in the compositor gives the exact combined pass even with antialiasing, DoF, ..
Found a simple tweak here, instead of setting such channels to zero it will set
it to the average of other non-zero color channels, which makes the results look
like the expected grey.
Issue is caused by missing sse flags for Clang compilers,
this flags only was set for GNU C compilers.
Added if branch for Clang now, which contains the same
flags apart from -mfpmath=sse, This is because Clang was
claiming it's unused argument.
Probably OSX would need some further checks since it's
also using Clang. I've got no idea why it could have
worked for OSX before..
* Reshuffle SSE #ifdefs to try to avoid compilation errors enabling SSE on 32 bit.
* Remove CUDA kernel launch size exception on Mac, is not needed.
* Make OSL file compilation quiet like c/cpp files.
texture coordinate that should automatically use the default normal or texture
coordinate appropriate for that node, rather than some fixed value specified by
the user.
* Add CUDA compiler version detection to cmake/scons/runtime
* Remove noinline in kernel_shader.h and reenable --use_fast_math if CUDA 5.x
is used, these were workarounds for CUDA 4.2 bugs
* Change max number of registers to 32 for sm 2.x (based on performance tests
from Martijn Berger and confirmed here), and also for NVidia OpenCL.
Overall it seems that with these changes and the latest CUDA 5.0 download, that
performance is as good as or better than the 2.67b release with the scenes and
graphics cards I tested.
On the BMW scene, this gives roughly a 10% speedup overall with clang/gcc, and 30%
speedup with visual studio (2008). It turns out visual studio was optimizing the
existing code quite poorly compared to pretty good autovectorization by clang/gcc,
but hand written SSE code also gives a smaller speed boost there.
This code isn't enabled when using the hair minimum width feature yet, need to
make that work with the SSE code still.
and sm_30 cards, so hopefully it should all work now.
Also includes some warnings fixes related to nvcc compiler arguments, should make
no difference otherwise.
Apparently, it's bad idea to rely on compiler to cast NULL
which is (void*)0 to int -- and in fact if i was a compiler
would also generate an error.
Further, couldn't see why we need to pass NULL or 0 th add_node,
argument value is defautl to 0 already.
* Added a node to convert wavelength (in nanometers, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.
* Code cleanup:
** Moved color functions (xyz and hsv) into dedicated utility files.
** Remove svm_lerp(), use interp() instead.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wavelength
Example render:
http://www.pasteall.org/pic/show.php?id=53202
This is part of my GSoC 2013. (revisions 57322, 57326, 57335 and 57367 from soc-2013-dingto).