This commit contains the first part of the new Cycles denoising option,
which filters the resulting image using information gathered during rendering
to get rid of noise while preserving visual features as well as possible.
To use the option, enable it in the render layer options. The default settings
fit a wide range of scenes, but the user can tweak individual settings to
control the tradeoff between a noise-free image, image details, and calculation
time.
Note that the denoiser may still change in the future and that some features
are not implemented yet. The most important missing feature is animation
denoising, which uses information from multiple frames at once to produce a
flicker-free and smoother result. These features will be added in the future.
Finally, thanks to all the people who supported this project:
- Google (through the GSoC) and Theory Studios for sponsoring the development
- The authors of the papers I used for implementing the denoiser (more details
on them will be included in the technical docs)
- The other Cycles devs for feedback on the code, especially Sergey for
mentoring the GSoC project and Brecht for the code review!
- And of course the users who helped with testing, reported bugs and things
that could and/or should work better!
Would cause pointer to allocated memory to be overridden.
Steps to recreate were:
* Start Blender
* Save
* Open saved .blend
* Close Blender -> should report unfreed memory
This is routinely mis-used to continuously run scripts,
causing performance problems.
This should be replaced with more specific handlers, or possibly timers.
See: T47811
Caused by rBe87ddda149b. Selecting objects shouldn't be done in such a
low level function anyway (IMHO).
Made sure duplicating objects still works correctly.
This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.
Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.
An example of this setting is "samples", as implemented now for the clay
engine.
Those shall not be considered while checking whether a to-be-made-local
ID will end up fully local, or still be partially used by linked data...
Even less since we already do have special handling of proxies later.
Fixes main remaining issue found with 04_01_H.lighting.blend Agent327
file, and allows us to switch back to optimized post-processing in
make_local code.
That one tags those ugly little 'from' ID pointers (shape keys and
proxies), which point back from used to user ID, and require a lot of
special care in data-block management...
Again, Agent327's 04_01_H.lighting.blend shows some problem here, it
triggers several times the 'not used at all' assert in step 5 of secure
code, and with optimized version we lose the connection between
rigs and the main characters!
Will keep investigating on this, but for now let's try to give something
working to the studio.
This should not be needed imho, we already set POSE_RECALC flag
correctly there, but it still is missing actual update of poses in some
(complex and convoluted) cases. So at least for now, let's go with this
hack, it's not really harming anyone anyway.
Fixes crash in Agent327's 04_01_H.lighting.blend when making all local.
Not sure how this happens, but in some cases we can evaluate
deformations of an armature which pose is not valid, at least put a
warning here to help identifying the issue quickly.
Adds 2 static unsigned int to Gawain and GPUTexture to roughly keep track of the memory stats on the GPU.
Stats can be view at the bottom of the GPU stats with debug value > 20.
This join them with \n separators.(right now they clash on top of each
other).
Note: We still need to change "ED_region_info_draw" to accept multi-line strings.