For GPU debugging purposes, it is still possible to render with the same BVH2
on the CPU using the Debug panel in the render properties.
Note that building Blender without Embree will now lead to significantly reduced
performance in CPU rendering, and a few of the Cycles regression tests will fail
due to small pixel differences.
Ref T73778
Depends on D8014
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8015
Also removing the curve system manager which only stored a few curve intersection
settings. These are all changes towards making shape and subdivision settings
per-object instead of per-scene, but there is more work to do here.
Ref T73778
Depends on D8013
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8014
This keeps render results compatible for combined CPU + GPU rendering.
Peformance and quality primitives is quite different than before. There
are now two options:
* Rounded Ribbon: render hair as flat ribbon with (fake) rounded normals, for
fast rendering. Hair curves are subdivided with a fixed number of user
specified subdivisions.
This gives relatively good results, especially when used with the Principled
Hair BSDF and hair viewed from a typical distance. There are artifacts when
viewed closed up, though this was also the case with all previous primitives
(but different ones).
* 3D Curve: render hair as 3D curve, for accurate results when viewing hair
close up. This automatically subdivides the curve until it is smooth.
This gives higher quality than any of the previous primitives, but does come
at a performance cost and is somewhat slower than our previous Thick curves.
The main problem here is performance. For CPU and OpenCL rendering performance
seems usually quite close or better for similar quality results.
However for CUDA and Optix, performance of 3D curve intersection is problematic,
with e.g. 1.45x longer render time in Koro (though there is no equivalent quality
and rounded ribbons seem fine for that scene). Any help or ideas to optimize this
are welcome.
Ref T73778
Depends on D8012
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8013
The kernel did not work correctly when these were disabled anyway. The
optimized BVH traversal for the no instances case was also only used on
the CPU, so no longer makes sense to keep.
Ref T73778
Depends on D8010
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8011
The hair BSDFs are already designed to assume this, and disabling backface
culling would break them in some cases.
Ref T73778
Depends on D8009
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8010
Triangles were very memory intensive. The only reason they were not removed yet
is that they gave more accurate results, but there will be an accurate 3D curve
primitive added for this.
Line rendering was always poor quality since the ends do not match up. To keep CPU
and GPU compatibility we just remove them entirely. They could be brought back if
an Embree compatible implementation is added, but it's not clear to me that there
is a use case for these that we'd consider important.
Ref T73778
Reviewers: #cycles
Subscribers:
No significant performance improvement is expected, but it means we have a
single thread pool throughout Blender. And it should make adding more
parallellization in the future easier.
After previous refactoring commits this is basically a drop-in replacement.
One difference is that the task pool had a mechanism for scheduling tasks to
the front of the queue to minimize memory usage. TBB has a smarter algorithm
to balance depth-first and breadth-first scheduling of tasks and we assume that
removes the need to manually provide hints to the scheduler.
Fixes T77533
OSLRenderServices contains a member which is 64 bytes aligned and this
is onlys supported by default allocators in SDK 10.14. Since we take
care of allocation ourselves ignoring the diagnostic is an acceptable
way dealign with it.
Using latest master because of various compilation error fixes.
Brings a lot of recent development. From most interesting parts:
- New threading model.
- Tiny solver.
- Compatibility with C++17.
This seems to be an error in rBb91b90f0dd3c9bff3b1a6e563c2cce293722ed16.
I found it, because I could not open the file in T77263 anymore.
Reviewers: sebbas
Differential Revision: https://developer.blender.org/D8065
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
This patch makes the infamous "Cancel" error in the viewport a thing of the past. Instead it
now shows a more useful error message and streamlines the error handling process in CUDA.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8008
Steam just released a SteamVR update with OpenXR Developer Preview
support:
https://steamcommunity.com/games/250820/announcements/detail/2396425843528787270.
Once SteamVR is set up for OpenXR (see link above), it works with
Blender "out of the box", thanks to OpenXR!
We have to apply the sRGB transform workaround for SteamVR though,
otherwise it renders way too dark. Done in the next commit.
Note that AMD users may still only see a pink screen, because the
OpenGL-DirectX compatibility fails. I will check on a fix again.
For SteamVR on Linux we may have to wait for until it supports OpenGL
rendering for OpenXR. Alternatively, we *could* add initial Vulkan
support at Ghost level and use Vulkan<->OpenGL interoperability
extensions, Monado uses these as well.
When closing the File Browser window after making it fullscreen, Blender would
either crash or all windows would disappear, with no obvious way to bring them
back.
The "fix" is to not allow fullscreen for File Browsers (or any future "dialog"
windows), but only maximizing. From what I can tell that's how secondary
windows are supposed to work on macOS. What we previously did seemed like
something macOS doesn't handle cleanly, and I didn't find a simple way to do so
on our side.
With this patch Cycles recognizing when a logical OptiX and CUDA device represent the same
physical GPU and attempts to eliminate unnecessary tile copies for viewport rendering if that
is the case for all active devices. In addition, denoising is now no longer performed on the first
available OptiX device only, but instead it will try to match CUDA and OptiX
rendering/denoising devices exactly to maximize utilization.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7975
This code is currently only used for the Glossy Toon BSDF, but it's a generic
building block that might be used for other things in the future.
To see why the current code does not give a uniform distribution, consider that
it chooses both angles uniformly, but the smaller the angle from the center of
the cone is, the smaller the differential solid angle is (similar to how
sampling disks by choosing radius and phi uniformly does not work).
Differential Revision: https://developer.blender.org/D7948
This change modifies the multi-device implementation to support memory distribution
across devices, to reduce the overall memory footprint of large scenes and allow scenes to
fit entirely into combined GPU memory that previously had to fall back to host memory.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7426
This reverts commit 33ce0cb5a1.
Fix T77273: crash enabling portal lights. The optimization for background
updates can be added back later for 2.90 and 2.83.1.
This remove the complexity of queriying the locations at runtime and
allows for more performance and upfront binding specifications.
The benefit of doing everything at creation time is that we can assign binding
points in a predictable order which is going to be somewhat the same for
every similar shader.
This also rewrite GPU_vertformat_from_shader to not use shaderface.
This is to keep the shaderface simple. If it becomes necessary to not query
the shader after creation (i.e: vulkan?) we could just create the vert
format in advance at compilation for PyGPU shaders.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7879